snowdrift/init.lua

259 lines
7.3 KiB
Lua
Raw Normal View History

-- Parameters
local YLIMIT = 1 -- Set to world's water level
-- Particles are timed to disappear at this y
-- Particles do not spawn when player's head is below this y
local PRECTIM = 5 -- Precipitation noise spread
-- Time scale for precipitation variation, in minutes
local PRECTHR = 0.2 -- Precipitation noise threshold, -1 to 1:
-- -1 = precipitation all the time
-- 0 = precipitation half the time
-- 1 = no precipitation
local FLAKLPOS = 32 -- Snowflake light-tested positions per cycle
-- Maximum number of snowflakes spawned per 0.5s
local DROPLPOS = 64 -- Raindrop light-tested positions per cycle
-- Maximum number of raindrops spawned per 0.5s
local DROPPPOS = 2 -- Raindrops per light-tested pos
local RAINGAIN = 0.2 -- Rain sound volume
local NISVAL = 39 -- Overcast sky RGB value at night (brightness)
local DASVAL = 159 -- Overcast sky RGB value in daytime (brightness)
local FLAKRAD = 16 -- Radius in which flakes are created
local DROPRAD = 16 -- Radius in which drops are created
2015-09-02 22:58:18 -07:00
local np_prec = {
offset = 0,
scale = 1,
spread = {x = PRECTIM, y = PRECTIM, z = PRECTIM},
2015-09-02 22:58:18 -07:00
seed = 813,
octaves = 1,
persist = 0,
lacunarity = 2.0,
flags = "defaults"
2015-09-02 22:58:18 -07:00
}
-- These 2 must match biome heat and humidity noise parameters for a world
local np_temp = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 5349,
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
flags = "defaults"
}
local np_humid = {
offset = 50,
scale = 50,
spread = {x = 1000, y = 1000, z = 1000},
seed = 842,
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
flags = "defaults"
}
-- End parameters
-- Stuff
local difsval = DASVAL - NISVAL
local grad = 14 / 95
local yint = 1496 / 95
-- Initialise noise objects to nil
local nobj_temp = nil
local nobj_humid = nil
local nobj_prec = nil
-- Globalstep function
local handles = {}
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < 0.5 then
return
end
timer = 0
for _, player in ipairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
-- Predict player position as slightly behind the cycle interval.
-- Assume scheduling gets behind slighly (cycle time * 1.5).
local ppos = vector.add(player:getpos(),
vector.multiply(player:get_player_velocity(), 0.75))
-- Point just above player head, for precipitation when swimming
local pposy = math.floor(ppos.y) + 2
if pposy >= YLIMIT - 2 then
local pposx = math.floor(ppos.x)
local pposz = math.floor(ppos.z)
local ppos = {x = pposx, y = pposy, z = pposz}
local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
local nval_temp = nobj_temp:get2d({x = pposx, y = pposz})
local nval_humid = nobj_humid:get2d({x = pposx, y = pposz})
local nval_prec = nobj_prec:get2d({x = os.clock() / 60, y = 0})
-- Biome system: Frozen biomes below heat 35,
-- deserts below line 14 * t - 95 * h = -1496
-- h = (14 * t + 1496) / 95
-- h = 14/95 * t + 1496/95
-- where 14/95 is gradient and 1496/95 is y intersection
-- h - 14/95 t = 1496/95 y intersection
-- so area above line is
-- h - 14/95 t > 1496/95
local freeze = nval_temp < 35
local precip = nval_prec > PRECTHR and
nval_humid - grad * nval_temp > yint
-- Occasionally reset player sky
if math.random() < 0.1 then
if precip then
-- Set overcast sky
local sval
local time = minetest.get_timeofday()
if time >= 0.5 then
time = 1 - time
end
-- Sky brightness transitions:
-- First transition (24000 -) 4500, (1 -) 0.1875
-- Last transition (24000 -) 5750, (1 -) 0.2396
if time <= 0.1875 then
sval = NISVAL
elseif time >= 0.2396 then
sval = DASVAL
else
sval = math.floor(NISVAL +
((time - 0.1875) / 0.0521) * difsval)
end
-- Set sky to overcast bluish-grey
player:set_sky({r = sval, g = sval, b = sval + 16, a = 255},
"plain", {}, false)
2015-09-02 20:27:04 -07:00
else
-- Reset sky to normal
player:set_sky({}, "regular", {}, true)
2015-09-02 20:27:04 -07:00
end
end
2015-09-02 22:58:18 -07:00
if not precip or freeze then
if handles[player_name] then
-- Stop sound if playing
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end
if precip then
-- Precipitation
if freeze then
-- Snowfall
for lpos = 1, FLAKLPOS do
local lposx = pposx - FLAKRAD +
math.random(0, FLAKRAD * 2)
local lposz = pposz - FLAKRAD +
math.random(0, FLAKRAD * 2)
if minetest.get_node_light(
{x = lposx, y = pposy + 10, z = lposz},
0.5) == 15 then
-- Any position above light-tested position is also
-- light level 15.
-- Spawn Y randomised to avoid particles falling
-- in separated layers.
-- Random range = speed * cycle time
local spawny = pposy + 10 + math.random(0, 10) / 10
local extime = math.min((spawny - YLIMIT) / 2, 10)
minetest.add_particle({
pos = {x = lposx, y = spawny, z = lposz},
velocity = {x = 0, y = -2.0, z = 0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = extime,
size = 2.8,
collisiondetection = true,
collision_removal = true,
vertical = false,
texture = "snowdrift_snowflake" ..
math.random(1, 12) .. ".png",
playername = player:get_player_name()
})
end
end
else
-- Rainfall
for lpos = 1, DROPLPOS do
local lposx = pposx - DROPRAD +
math.random(0, DROPRAD * 2)
local lposz = pposz - DROPRAD +
math.random(0, DROPRAD * 2)
if minetest.get_node_light(
{x = lposx, y = pposy + 10, z = lposz},
0.5) == 15 then
for drop = 1, DROPPPOS do
local spawny = pposy + 10 + math.random(0, 60) / 10
local extime = math.min((spawny - YLIMIT) / 12, 2)
local spawnx = lposx - 0.4 + math.random(0, 8) / 10
local spawnz = lposz - 0.4 + math.random(0, 8) / 10
minetest.add_particle({
pos = {x = spawnx, y = spawny, z = spawnz},
velocity = {x = 0.0, y = -12.0, z = 0.0},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = extime,
size = 2.8,
collisiondetection = true,
collision_removal = true,
vertical = true,
texture = "snowdrift_raindrop.png",
playername = player:get_player_name()
})
end
end
end
if not handles[player_name] then
-- Start sound if not playing
local handle = minetest.sound_play(
"snowdrift_rain",
{
to_player = player_name,
gain = RAINGAIN,
loop = true,
}
)
if handle then
handles[player_name] = handle
end
end
end
end
elseif handles[player_name] then
-- Stop sound when player goes under y limit
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
2015-09-02 22:58:18 -07:00
end
end
end)
-- Stop sound and remove player handle on leaveplayer
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end)