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2 changed files with 176 additions and 130 deletions

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@ -1,11 +1,11 @@
snowdrift 0.5.2 by paramat
For Minetest 0.4.15 and later
Depends default
snowdrift 0.6.4 by paramat.
For Minetest 0.4.16 and later. Compatible with Minetest 5.0.0.
Depends: default.
Licenses:
Source code:
MIT by paramat
Licenses
--------
Source code: MIT by paramat.
Media:
Textures CC BY-SA (3.0) by paramat
Sounds CC BY (3.0) by inchadney
Textures CC BY-SA (3.0) by paramat.
Sounds CC BY (3.0) by inchadney.
http://freesound.org/people/inchadney/sounds/58835/

290
init.lua
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@ -1,29 +1,39 @@
-- Parameters
local YLIMIT = 1 -- Set to world's water level
local YWATER = 1 -- Normally set this 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 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)
local FLAKES = 32 -- Snowflakes per cycle
local DROPS = 128 -- Raindrops per cycle
-- Particles are not spawned for players below this y
-- Rain sound is not played for players below this y
local YMIN = -48 -- Normally set this to deepest ocean
local YMAX = 120 -- Normally set this to cloud level
-- Weather does not occur for players outside this y range
local PRECTIM = 300 -- Precipitation noise 'spread'
-- Time scale for precipitation variation, in seconds
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 0.5s cycle
-- Maximum number of snowflakes spawned per 0.5s
local DROPLPOS = 64 -- Raindrop light-tested positions per 0.5s cycle
local DROPPPOS = 2 -- Number of raindrops spawned per light-tested position
local RAINGAIN = 0.2 -- Rain sound volume
local COLLIDE = false -- Whether particles collide with nodes
local NISVAL = 39 -- Clouds RGB value at night
local DASVAL = 175 -- Clouds RGB value in daytime
local FRADIUS = 48 -- Radius in which flakes are created
local DRADIUS = 24 -- Radius in which drops are created
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
-- Precipitation noise
local np_prec = {
offset = 0,
scale = 1,
spread = {x = PRECSPR, y = PRECSPR, z = PRECSPR},
spread = {x = PRECTIM, y = PRECTIM, z = PRECTIM},
seed = 813,
octaves = 1,
persist = 0,
lacunarity = 2.0,
--flags = ""
flags = "defaults"
}
-- These 2 must match biome heat and humidity noise parameters for a world
@ -36,7 +46,7 @@ local np_temp = {
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
--flags = ""
flags = "defaults"
}
local np_humid = {
@ -47,11 +57,13 @@ local np_humid = {
octaves = 3,
persist = 0.5,
lacunarity = 2.0,
--flags = ""
flags = "defaults"
}
-- End parameters
-- Stuff
-- Some stuff
local difsval = DASVAL - NISVAL
local grad = 14 / 95
@ -65,14 +77,22 @@ local nobj_humid = nil
local nobj_prec = nil
-- Globalstep function
-- Player tables
local handles = {}
local skybox = {} -- true/false. To not turn off skyboxes of other mods
-- Globalstep function
local os_time_0 = os.time()
local t_offset = math.random(0, 300000)
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < GSCYCLE then
if timer < 0.5 then
return
end
@ -80,136 +100,149 @@ minetest.register_globalstep(function(dtime)
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 (the 1.5), this also tested well.
local ppos = vector.add(player:getpos(),
vector.multiply(player:get_player_velocity(), GSCYCLE * 1.5))
local pposy = math.floor(ppos.y) + 2 -- Precipitation when swimming
if pposy >= YLIMIT - 2 then
local ppos = player:getpos()
-- Point just above player head, to ensure precipitation when swimming
local pposy = math.floor(ppos.y) + 2
if pposy >= YMIN and pposy <= YMAX then
local pposx = math.floor(ppos.x)
local pposz = math.floor(ppos.z)
local ppos = {x = pposx, y = pposy, z = pposz}
-- Heat, humidity and precipitation noises
-- Time in seconds.
-- Add the per-server-session random time offset to avoid identical behaviour
-- each server session.
local time = os.difftime(os.time(), os_time_0) - t_offset
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_prec = nobj_prec:get2d({x = time, y = 0})
-- Biome system: Frozen biomes below heat 35,
-- Default Minetest Game 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
-- where 14/95 is gradient and 1496/95 is 'y-intersection'
-- h - 14/95 * t = 1496/95
-- so area above line is
-- h - 14/95 t > 1496/95
-- h - 14/95 * t > 1496/95
local freeze = nval_temp < 35
local precip = nval_prec < (nval_humid - 50) / 50 + PRECOFF and
local precip = nval_prec > PRECTHR and
nval_humid - grad * nval_temp > yint
-- 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
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",
{}
)
else
-- Reset sky to normal
player:set_sky({}, "regular", {})
-- Set sky
if precip and not skybox[player_name] then
-- Set overcast sky only if normal
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", {}, false)
skybox[player_name] = true
elseif not precip and skybox[player_name] then
-- Set normal sky only if skybox
player:set_sky({}, "regular", {}, true)
skybox[player_name] = nil
end
if not precip or not outside or freeze then
-- Stop looping sound.
-- Stop sound if head below water level.
if not precip or freeze or pposy < YWATER then
if handles[player_name] then
-- Stop sound if playing
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end
if precip and outside then
-- Precipitation
-- Particles and sounds.
-- Only if head above water level.
if precip and pposy >= YWATER then
if freeze then
-- Snowfall
local extime = math.min((pposy + 12 - YLIMIT) / 2, 9)
for flake = 1, FLAKES do
minetest.add_particle({
pos = {
x = pposx - FRADIUS + math.random(0, FRADIUS * 2),
y = pposy + 12,
z = pposz - FRADIUS + math.random(0, FRADIUS * 2)
},
velocity = {
x = (-20 + math.random(0, 40)) / 100,
y = -2.0,
z = (-20 + math.random(0, 40)) / 100
},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = extime,
size = 2.8,
collisiondetection = COLLIDE,
collision_removal = true,
vertical = false,
texture = "snowdrift_snowflake" ..
math.random(1, 12) .. ".png",
playername = player:get_player_name()
})
-- Snowfall particles
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 - YWATER) / 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 drop = 1, DROPS do
local spawny = pposy + 10 + math.random(0, 40) / 10
local extime = math.min((spawny - YLIMIT) / 10, 1.8)
minetest.add_particle({
pos = {
x = pposx - DRADIUS + math.random(0, DRADIUS * 2),
y = spawny,
z = pposz - DRADIUS + math.random(0, DRADIUS * 2)
},
velocity = {
x = 0.0,
y = -10.0,
z = 0.0
},
acceleration = {x = 0, y = 0, z = 0},
expirationtime = extime,
size = 2.8,
collisiondetection = COLLIDE,
collision_removal = true,
vertical = true,
texture = "snowdrift_raindrop.png",
playername = player:get_player_name()
})
end
-- Rainfall particles
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 - YWATER) / 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
-- Start looping sound
if not handles[player_name] then
-- Start sound if not playing
local handle = minetest.sound_play(
"snowdrift_rain",
{
@ -224,21 +257,34 @@ minetest.register_globalstep(function(dtime)
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
else
-- Player outside y limits.
-- Stop sound if playing.
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
-- Set normal sky if skybox
if skybox[player_name] then
player:set_sky({}, "regular", {}, true)
skybox[player_name] = nil
end
end
end
end)
-- Stop sound and remove player handle on leaveplayer
-- On leaveplayer function
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
-- Stop sound if playing and remove handle
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
-- Remove skybox bool if necessary
if skybox[player_name] then
skybox[player_name] = nil
end
end)