Add rain. Remove mgv6 support. Add humidity noise to control rarity of precipitation. Use MIT source code licence
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parent
e599566038
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ecf29afdfe
@ -1,4 +1,4 @@
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snowdrift 0.4.0 by paramat
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snowdrift 0.5.0 by paramat
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For Minetest 0.4.12 and later
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For Minetest 0.4.12 and later
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Depends default
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Depends default
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Licenses: code WTFPL, textures CC BY-SA
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Licenses: Source code MIT. Media (textures) CC BY-SA (3.0)
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244
init.lua
244
init.lua
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-- Parameters
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-- Parameters
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local PRECSPR = 11 -- Time scale for precipitation variation in minutes
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local PRECSPR = 11 -- Time scale for precipitation variation in minutes
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local PRECTHR = -1 -- Precipitation noise threshold:
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local PRECOFF = 0.8 -- Precipitation noise threshold offset
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-- -1 continuous, -0.3 two thirds the time,
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local PROCHA = 0.2 -- Per player per globalstep processing chance
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-- 0 half the time, 0.3 one third the time, 1 none.
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local FLAKES = 8 -- Snowflake density
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local PROCHA = 0.1 -- Per player per globalstep processing chance
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local DROPS = 16 -- Rainfall density
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local FLAKES = 32 -- Snowflake density
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local NISVAL = 39 -- Clouds RGB value at night
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local NISVAL = 39 -- Snow clouds RGB value at night
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local DASVAL = 175 -- Clouds RGB value in daytime
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local DASVAL = 175 -- Snow clouds RGB value in daytime
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-- Stuff
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local difsval = DASVAL - NISVAL
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local np_prec = {
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local np_prec = {
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offset = 0,
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offset = 0,
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@ -25,77 +19,86 @@ local np_prec = {
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--flags = ""
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--flags = ""
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}
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}
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local np_temp, tempthr
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-- These 2 must match biome heat and humidity noise parameters for a world
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local mg_params = minetest.get_mapgen_params()
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if mg_params.mgname == "v6" then
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local np_temp = {
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np_temp = {
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offset = 50,
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offset = 0,
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scale = 50,
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scale = 1,
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spread = {x = 1000, y = 1000, z = 1000},
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spread = {x = 500, y = 500, z = 500},
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seed = 5349,
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seed = 9130,
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octaves = 3,
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octaves = 3,
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persist = 0.5,
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persist = 0.5,
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lacunarity = 2.0,
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lacunarity = 2.0,
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--flags = ""
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--flags = ""
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}
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}
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tempthr = -0.4
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local np_humid = {
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else
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offset = 50,
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np_temp = {
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scale = 50,
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offset = 0,
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spread = {x = 1000, y = 1000, z = 1000},
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scale = 1,
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seed = 842,
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spread = {x = 1000, y = 1000, z = 1000},
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octaves = 3,
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seed = 5349,
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persist = 0.5,
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octaves = 3,
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lacunarity = 2.0,
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persist = 0.5,
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--flags = ""
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lacunarity = 2.0,
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}
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--flags = ""
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}
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tempthr = -0.4
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-- Stuff
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end
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local difsval = DASVAL - NISVAL
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-- Initialise noise objects to nil
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local nobj_temp = nil
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local nobj_humid = nil
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local nobj_prec = nil
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-- Globalstep function
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-- Globalstep function
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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for _, player in ipairs(minetest.get_connected_players()) do
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for _, player in ipairs(minetest.get_connected_players()) do
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-- randomise and spread processing load
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-- Randomise and spread processing load
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if math.random() > PROCHA then
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if math.random() > PROCHA then
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return
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return
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end
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end
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-- check if in snow biome
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local ppos = player:getpos()
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local ppos = player:getpos()
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local pposx = math.floor(ppos.x)
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local pposx = math.floor(ppos.x)
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local pposy = math.floor(ppos.y)
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local pposy = math.floor(ppos.y)
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local pposz = math.floor(ppos.z)
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local pposz = math.floor(ppos.z)
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local nobj_temp = minetest.get_perlin(np_temp)
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local nval_temp
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if mg_params.mgname == "v6" then
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nval_temp = nobj_temp:get2d({x = pposx + 300, y = pposz + 100})
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else -- mgv5, mgv7
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nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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end
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local snowbiome = nval_temp <= tempthr
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-- check if snow is currently falling
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local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
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local nobj_prec = minetest.get_perlin(np_prec)
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local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
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local snowfall = nobj_prec:get2d({x = os.clock() / 60, y = 0}) >= PRECTHR
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local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
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-- check if player is outside
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local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
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local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
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local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
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-- Biome system: frozen biomes below heat 35,
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-- deserts below humidity 20
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local freeze = nval_temp < 35
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local precip = nval_prec > (nval_humid - 50) / 50 + PRECOFF
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-- Check if player is outside
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local outside = minetest.get_node_light(ppos, 0.5) == 15
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local outside = minetest.get_node_light(ppos, 0.5) == 15
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-- occasionally reset player sky
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-- Occasionally reset player sky
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if math.random() < 0.1 then
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if math.random() < 0.05 then
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if snowbiome and snowfall then
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if precip then
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-- set sky to snow clouds
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-- Set overcast sky
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local sval
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local sval
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local time = minetest.get_timeofday()
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local time = minetest.get_timeofday()
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if time >= 0.5 then
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if time >= 0.5 then
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time = 1 - time
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time = 1 - time
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end
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end
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-- first transition (24000 -) 4500, (1 -) 0.1875
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-- Sky brightness transitions:
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-- last transition (24000 -) 5750, (1 -) 0.2396
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-- First transition (24000 -) 4500, (1 -) 0.1875
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-- Last transition (24000 -) 5750, (1 -) 0.2396
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if time <= 0.1875 then
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if time <= 0.1875 then
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sval = NISVAL
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sval = NISVAL
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elseif time >= 0.2396 then
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elseif time >= 0.2396 then
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@ -105,84 +108,61 @@ minetest.register_globalstep(function(dtime)
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end
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end
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player:set_sky({r = sval, g = sval, b = sval + 16, a = 255}, "plain", {})
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player:set_sky({r = sval, g = sval, b = sval + 16, a = 255}, "plain", {})
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else -- reset sky to normal
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else
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-- Reset sky to normal
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player:set_sky({}, "regular", {})
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player:set_sky({}, "regular", {})
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end
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end
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end
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end
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if snowbiome and snowfall and outside then
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if precip and outside then
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-- snowfall
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-- Precipitation
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for flake = 1, FLAKES do
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if freeze then
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minetest.add_particle({
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-- Snowfall
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pos = {
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for flake = 1, FLAKES do
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x = pposx - 48 + math.random(0, 95),
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minetest.add_particle({
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y = pposy + 12 + math.random(),
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pos = {
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z = pposz - 36 + math.random(0, 95)
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x = pposx - 32 + math.random(0, 63),
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},
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y = pposy + 10 + math.random(0, 4),
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vel = {
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z = pposz - 26 + math.random(0, 63)
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x = -0.1 + math.random() * 0.2,
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},
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y = -1.6 + math.random() * 0.2,
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vel = {
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z = -1.1 + math.random() * 0.2
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x = 0.0,
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},
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y = -2.0,
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acc = {x = 0, y = 0, z = 0},
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z = -1.0
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expirationtime = 16,
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},
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size = 2.8,
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acc = {x = 0, y = 0, z = 0},
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collisiondetection = false,
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expirationtime = 12,
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vertical = false,
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size = 2.8,
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texture = "snowdrift_snowflake" .. math.random(1, 4) .. ".png",
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collisiondetection = false,
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playername = player:get_player_name()
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vertical = false,
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})
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texture = "snowdrift_snowflake" .. math.random(1, 4) .. ".png",
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playername = player:get_player_name()
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})
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end
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else
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-- Rainfall
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for flake = 1, DROPS do
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minetest.add_particle({
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pos = {
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x = pposx - 8 + math.random(0, 16),
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y = pposy + 6 + math.random(0, 4),
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z = pposz - 8 + math.random(0, 16)
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},
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vel = {
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x = 0.0,
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y = -8.0,
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z = 0.0
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},
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acc = {x = 0, y = 0, z = 0},
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expirationtime = 2,
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size = 2.8,
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collisiondetection = false,
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vertical = true,
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texture = "snowdrift_raindrop.png",
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playername = player:get_player_name()
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})
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end
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end
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end
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end
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end
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end
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end
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end)
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end)
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--[[ snow settling
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if SETTLE and math.random() < SETCHA then -- settling snow
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local sposx = pposx - 32 + math.random(0, 63)
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local sposz = pposz - 32 + math.random(0, 63)
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-- check under open sky
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if minetest.get_node_light({x = sposx, y = pposy + 32, z = sposz}, 0.5) == 15 then
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for y = pposy + 48, pposy - 48, -1 do -- find surface
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local nodename = minetest.get_node({x = sposx, y = y, z = sposz}).name
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if nodename ~= "air" and nodename ~= "ignore" then
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if nodename == "default:desert_sand" -- no snow on these
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or nodename == "default:desert_stone"
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or nodename == "default:water_source" then
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break
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else -- check node drawtype
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local drawtype = minetest.registered_nodes[nodename].drawtype
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if drawtype == "normal"
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or drawtype == "glasslike"
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or drawtype == "glasslike_framed"
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or drawtype == "allfaces"
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or drawtype == "allfaces_optional" then
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if nodename == "default:dirt_with_grass" then
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minetest.add_node(
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{x = sposx, y = y, z = sposz},
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{name="default:dirt_with_snow"}
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)
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end
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minetest.add_node(
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{x = sposx, y = y + 1, z = sposz},
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{name="default:snow"}
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)
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break
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-- dirt with snow added under plants
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elseif drawtype == "plantlike" then
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local unodename = minetest.get_node(
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{x = sposx, y = y - 1, z = sposz}).name
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if unodename == "default:dirt_with_grass" then
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minetest.add_node({x = sposx, y = y - 1, z = sposz},
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{name="default:dirt_with_snow"})
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end
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break
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else
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break
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end
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end
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end
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end
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end
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end --]]
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28
license.txt
28
license.txt
@ -1,14 +1,24 @@
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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License of source code
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Version 2, December 2004
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----------------------
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
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The MIT License (MIT)
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Copyright (C) 2014-2016 paramat
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Everyone is permitted to copy and distribute verbatim or modified
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Permission is hereby granted, free of charge, to any person obtaining a copy of this
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copies of this license document, and changing it is allowed as long
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software and associated documentation files (the "Software"), to deal in the Software
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as the name is changed.
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without restriction, including without limitation the rights to use, copy, modify, merge,
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publish, distribute, sublicense, and/or sell copies of the Software, and to permit
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persons to whom the Software is furnished to do so, subject to the following conditions:
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
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The above copyright notice and this permission notice shall be included in all copies or
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TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
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substantial portions of the Software.
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0. You just DO WHAT THE FUCK YOU WANT TO.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
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PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
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FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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For more details:
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https://opensource.org/licenses/MIT
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BIN
textures/snowdrift_raindrop.png
Normal file
BIN
textures/snowdrift_raindrop.png
Normal file
Binary file not shown.
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