Disable under a y limit set by parameter, usually set to a world's water level

master
paramat 2017-04-15 23:24:14 +01:00
parent 78b6e10d73
commit fcb0537b32
1 changed files with 121 additions and 114 deletions

235
init.lua
View File

@ -1,5 +1,7 @@
-- Parameters
local YLIMIT = 1 -- Set to world's water level or level of lowest open area,
-- calculations are disabled below this y.
local PRECSPR = 6 -- Time scale for precipitation variation in minutes
local PRECOFF = -0.4 -- Precipitation offset, higher = rains more often
local GSCYCLE = 0.5 -- Globalstep cycle (seconds)
@ -75,137 +77,142 @@ minetest.register_globalstep(function(dtime)
for _, player in ipairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local ppos = player:getpos()
local pposx = math.floor(ppos.x)
local pposy = math.floor(ppos.y) + 2 -- Precipitation when swimming
local pposz = math.floor(ppos.z)
local ppos = {x = pposx, y = pposy, z = pposz}
if pposy >= YLIMIT 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 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})
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 < (nval_humid - 50) / 50 + PRECOFF and
nval_humid - grad * nval_temp > yint
-- 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 < (nval_humid - 50) / 50 + PRECOFF and
nval_humid - grad * nval_temp > yint
-- Check if player is outside
local outside = minetest.get_node_light(ppos, 0.5) == 15
-- Check if player is outside
local outside = minetest.get_node_light(ppos, 0.5) == 15
-- 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
-- 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
player:set_sky({r = sval, g = sval, b = sval + 16, a = 255}, "plain", {})
else
sval = math.floor(NISVAL + ((time - 0.1875) / 0.0521) * difsval)
-- Reset sky to normal
player:set_sky({}, "regular", {})
end
player:set_sky({r = sval, g = sval, b = sval + 16, a = 255}, "plain", {})
else
-- Reset sky to normal
player:set_sky({}, "regular", {})
end
end
if not precip or not outside or freeze then
if handles[player_name] then
-- Stop sound if playing
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
if not precip or not outside or freeze then
if handles[player_name] then
-- Stop sound if playing
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end
end
if precip and outside then
-- Precipitation
if freeze then
-- Snowfall
for flake = 1, FLAKES do
minetest.add_particle({
pos = {
x = pposx - 24 + math.random(0, 47),
y = pposy + 8 + math.random(0, 1),
z = pposz - 20 + math.random(0, 47)
},
vel = {
x = 0.0,
y = -2.0,
z = -1.0
},
acc = {x = 0, y = 0, z = 0},
expirationtime = 8.5,
size = 2.8,
collisiondetection = COLLIDE,
collision_removal = true,
vertical = false,
texture = "snowdrift_snowflake" .. math.random(1, 4) .. ".png",
playername = player:get_player_name()
})
end
else
-- Rainfall
for flake = 1, DROPS do
minetest.add_particle({
pos = {
x = pposx - 8 + math.random(0, 16),
y = pposy + 8 + math.random(0, 5),
z = pposz - 8 + math.random(0, 16)
},
vel = {
x = 0.0,
y = -10.0,
z = 0.0
},
acc = {x = 0, y = 0, z = 0},
expirationtime = 2.1,
size = 2.8,
collisiondetection = COLLIDE,
collision_removal = true,
vertical = true,
texture = "snowdrift_raindrop.png",
playername = player:get_player_name()
})
end
if precip and outside then
-- Precipitation
if freeze then
-- Snowfall
for flake = 1, FLAKES do
minetest.add_particle({
pos = {
x = pposx - 24 + math.random(0, 47),
y = pposy + 8 + math.random(0, 1),
z = pposz - 20 + math.random(0, 47)
},
vel = {
x = 0.0,
y = -2.0,
z = -1.0
},
acc = {x = 0, y = 0, z = 0},
expirationtime = 8.5,
size = 2.8,
collisiondetection = COLLIDE,
collision_removal = true,
vertical = false,
texture = "snowdrift_snowflake" .. math.random(1, 4) .. ".png",
playername = player:get_player_name()
})
end
else
-- Rainfall
for flake = 1, DROPS do
minetest.add_particle({
pos = {
x = pposx - 8 + math.random(0, 16),
y = pposy + 8 + math.random(0, 5),
z = pposz - 8 + math.random(0, 16)
},
vel = {
x = 0.0,
y = -10.0,
z = 0.0
},
acc = {x = 0, y = 0, z = 0},
expirationtime = 2.1,
size = 2.8,
collisiondetection = COLLIDE,
collision_removal = true,
vertical = true,
texture = "snowdrift_raindrop.png",
playername = player:get_player_name()
})
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
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
end
end
end)