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Author | SHA1 | Date |
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paramat | 3342939257 | |
paramat | c1d0fe4142 | |
paramat | 568964eabf | |
paramat | 3de69ba37a | |
paramat | aa1ae896ef |
16
README.txt
16
README.txt
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@ -1,11 +1,11 @@
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snowdrift 0.5.2 by paramat
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For Minetest 0.4.15 and later
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Depends default
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snowdrift 0.6.4 by paramat.
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For Minetest 0.4.16 and later. Compatible with Minetest 5.0.0.
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Depends: default.
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Licenses:
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Source code:
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MIT by paramat
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Licenses
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--------
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Source code: MIT by paramat.
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Media:
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Textures CC BY-SA (3.0) by paramat
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Sounds CC BY (3.0) by inchadney
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Textures CC BY-SA (3.0) by paramat.
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Sounds CC BY (3.0) by inchadney.
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http://freesound.org/people/inchadney/sounds/58835/
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238
init.lua
238
init.lua
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@ -1,29 +1,39 @@
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-- Parameters
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local YLIMIT = 1 -- Set to world's water level
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local YWATER = 1 -- Normally set this to world's water level
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-- Particles are timed to disappear at this y
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-- Particles do not spawn when player's head is below this y
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local PRECSPR = 6 -- Time scale for precipitation variation in minutes
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local PRECOFF = -0.4 -- Precipitation offset, higher = rains more often
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local GSCYCLE = 0.5 -- Globalstep cycle (seconds)
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local FLAKES = 32 -- Snowflakes per cycle
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local DROPS = 128 -- Raindrops per cycle
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-- Particles are not spawned for players below this y
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-- Rain sound is not played for players below this y
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local YMIN = -48 -- Normally set this to deepest ocean
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local YMAX = 120 -- Normally set this to cloud level
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-- Weather does not occur for players outside this y range
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local PRECTIM = 300 -- Precipitation noise 'spread'
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-- Time scale for precipitation variation, in seconds
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local PRECTHR = 0.2 -- Precipitation noise threshold, -1 to 1:
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-- -1 = precipitation all the time
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-- 0 = precipitation half the time
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-- 1 = no precipitation
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local FLAKLPOS = 32 -- Snowflake light-tested positions per 0.5s cycle
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-- Maximum number of snowflakes spawned per 0.5s
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local DROPLPOS = 64 -- Raindrop light-tested positions per 0.5s cycle
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local DROPPPOS = 2 -- Number of raindrops spawned per light-tested position
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local RAINGAIN = 0.2 -- Rain sound volume
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local COLLIDE = false -- Whether particles collide with nodes
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local NISVAL = 39 -- Clouds RGB value at night
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local DASVAL = 175 -- Clouds RGB value in daytime
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local FRADIUS = 48 -- Radius in which flakes are created
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local DRADIUS = 24 -- Radius in which drops are created
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local NISVAL = 39 -- Overcast sky RGB value at night (brightness)
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local DASVAL = 159 -- Overcast sky RGB value in daytime (brightness)
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local FLAKRAD = 16 -- Radius in which flakes are created
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local DROPRAD = 16 -- Radius in which drops are created
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-- Precipitation noise
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local np_prec = {
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offset = 0,
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scale = 1,
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spread = {x = PRECSPR, y = PRECSPR, z = PRECSPR},
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spread = {x = PRECTIM, y = PRECTIM, z = PRECTIM},
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seed = 813,
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octaves = 1,
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persist = 0,
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lacunarity = 2.0,
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--flags = ""
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flags = "defaults"
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}
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-- These 2 must match biome heat and humidity noise parameters for a world
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@ -36,7 +46,7 @@ local np_temp = {
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0,
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--flags = ""
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flags = "defaults"
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}
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local np_humid = {
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@ -47,11 +57,13 @@ local np_humid = {
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octaves = 3,
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persist = 0.5,
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lacunarity = 2.0,
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--flags = ""
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flags = "defaults"
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}
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-- End parameters
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-- Stuff
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-- Some stuff
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local difsval = DASVAL - NISVAL
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local grad = 14 / 95
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@ -65,14 +77,22 @@ local nobj_humid = nil
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local nobj_prec = nil
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-- Globalstep function
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-- Player tables
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local handles = {}
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local skybox = {} -- true/false. To not turn off skyboxes of other mods
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-- Globalstep function
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local os_time_0 = os.time()
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local t_offset = math.random(0, 300000)
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < GSCYCLE then
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if timer < 0.5 then
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return
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end
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@ -80,43 +100,46 @@ minetest.register_globalstep(function(dtime)
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for _, player in ipairs(minetest.get_connected_players()) do
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local player_name = player:get_player_name()
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-- Predict player position as slightly behind the CYCLE interval.
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-- Assume scheduling gets behind slighly (the 1.5), this also tested well.
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local ppos = vector.add(player:getpos(),
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vector.multiply(player:get_player_velocity(), GSCYCLE * 1.5))
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local pposy = math.floor(ppos.y) + 2 -- Precipitation when swimming
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if pposy >= YLIMIT - 2 then
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local ppos = player:getpos()
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-- Point just above player head, to ensure precipitation when swimming
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local pposy = math.floor(ppos.y) + 2
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if pposy >= YMIN and pposy <= YMAX then
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local pposx = math.floor(ppos.x)
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local pposz = math.floor(ppos.z)
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local ppos = {x = pposx, y = pposy, z = pposz}
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-- Heat, humidity and precipitation noises
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-- Time in seconds.
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-- Add the per-server-session random time offset to avoid identical behaviour
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-- each server session.
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local time = os.difftime(os.time(), os_time_0) - t_offset
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local nobj_temp = nobj_temp or minetest.get_perlin(np_temp)
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local nobj_humid = nobj_humid or minetest.get_perlin(np_humid)
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local nobj_prec = nobj_prec or minetest.get_perlin(np_prec)
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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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local nval_prec = nobj_prec:get2d({x = time, y = 0})
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-- Biome system: Frozen biomes below heat 35,
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-- Default Minetest Game biome system:
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-- Frozen biomes below heat 35
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-- deserts below line 14 * t - 95 * h = -1496
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-- h = (14 * t + 1496) / 95
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-- h = 14/95 * t + 1496/95
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-- where 14/95 is gradient and 1496/95 is y intersection
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-- h - 14/95 t = 1496/95 y intersection
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-- where 14/95 is gradient and 1496/95 is 'y-intersection'
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-- h - 14/95 * t = 1496/95
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-- so area above line is
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-- h - 14/95 t > 1496/95
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-- h - 14/95 * t > 1496/95
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local freeze = nval_temp < 35
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local precip = nval_prec < (nval_humid - 50) / 50 + PRECOFF and
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local precip = nval_prec > PRECTHR and
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nval_humid - grad * nval_temp > yint
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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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-- Occasionally reset player sky
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if math.random() < 0.1 then
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if precip then
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-- Set overcast sky
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-- Set sky
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if precip and not skybox[player_name] then
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-- Set overcast sky only if normal
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local sval
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local time = minetest.get_timeofday()
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if time >= 0.5 then
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@ -133,47 +156,52 @@ minetest.register_globalstep(function(dtime)
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sval = math.floor(NISVAL +
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((time - 0.1875) / 0.0521) * difsval)
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end
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-- Set sky to overcast bluish-grey
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player:set_sky(
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{r = sval, g = sval, b = sval + 16, a = 255},
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"plain",
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{}
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)
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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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end
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player:set_sky({r = sval, g = sval, b = sval + 16, a = 255},
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"plain", {}, false)
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skybox[player_name] = true
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elseif not precip and skybox[player_name] then
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-- Set normal sky only if skybox
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player:set_sky({}, "regular", {}, true)
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skybox[player_name] = nil
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end
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if not precip or not outside or freeze then
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-- Stop looping sound.
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-- Stop sound if head below water level.
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if not precip or freeze or pposy < YWATER then
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if handles[player_name] then
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-- Stop sound if playing
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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end
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if precip and outside then
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-- Precipitation
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-- Particles and sounds.
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-- Only if head above water level.
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if precip and pposy >= YWATER then
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if freeze then
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-- Snowfall
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local extime = math.min((pposy + 12 - YLIMIT) / 2, 9)
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for flake = 1, FLAKES do
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-- Snowfall particles
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for lpos = 1, FLAKLPOS do
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local lposx = pposx - FLAKRAD +
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math.random(0, FLAKRAD * 2)
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local lposz = pposz - FLAKRAD +
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math.random(0, FLAKRAD * 2)
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if minetest.get_node_light(
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{x = lposx, y = pposy + 10, z = lposz},
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0.5) == 15 then
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-- Any position above light-tested position is also
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-- light level 15.
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-- Spawn Y randomised to avoid particles falling
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-- in separated layers.
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-- Random range = speed * cycle time
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local spawny = pposy + 10 + math.random(0, 10) / 10
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local extime = math.min((spawny - YWATER) / 2, 10)
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minetest.add_particle({
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pos = {
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x = pposx - FRADIUS + math.random(0, FRADIUS * 2),
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y = pposy + 12,
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z = pposz - FRADIUS + math.random(0, FRADIUS * 2)
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},
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velocity = {
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x = (-20 + math.random(0, 40)) / 100,
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y = -2.0,
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z = (-20 + math.random(0, 40)) / 100
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},
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pos = {x = lposx, y = spawny, z = lposz},
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velocity = {x = 0, y = -2.0, z = 0},
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acceleration = {x = 0, y = 0, z = 0},
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expirationtime = extime,
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size = 2.8,
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collisiondetection = COLLIDE,
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collisiondetection = true,
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collision_removal = true,
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vertical = false,
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texture = "snowdrift_snowflake" ..
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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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else
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-- Rainfall
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for drop = 1, DROPS do
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local spawny = pposy + 10 + math.random(0, 40) / 10
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local extime = math.min((spawny - YLIMIT) / 10, 1.8)
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-- Rainfall particles
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for lpos = 1, DROPLPOS do
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local lposx = pposx - DROPRAD +
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math.random(0, DROPRAD * 2)
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local lposz = pposz - DROPRAD +
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math.random(0, DROPRAD * 2)
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if minetest.get_node_light(
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{x = lposx, y = pposy + 10, z = lposz},
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0.5) == 15 then
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for drop = 1, DROPPPOS do
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local spawny = pposy + 10 + math.random(0, 60) / 10
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local extime = math.min((spawny - YWATER) / 12, 2)
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local spawnx = lposx - 0.4 + math.random(0, 8) / 10
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local spawnz = lposz - 0.4 + math.random(0, 8) / 10
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minetest.add_particle({
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pos = {
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x = pposx - DRADIUS + math.random(0, DRADIUS * 2),
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y = spawny,
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z = pposz - DRADIUS + math.random(0, DRADIUS * 2)
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},
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velocity = {
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x = 0.0,
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y = -10.0,
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z = 0.0
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},
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pos = {x = spawnx, y = spawny, z = spawnz},
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velocity = {x = 0.0, y = -12.0, z = 0.0},
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acceleration = {x = 0, y = 0, z = 0},
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expirationtime = extime,
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size = 2.8,
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collisiondetection = COLLIDE,
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collisiondetection = true,
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collision_removal = true,
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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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-- Start looping sound
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if not handles[player_name] then
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-- Start sound if not playing
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local handle = minetest.sound_play(
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"snowdrift_rain",
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{
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@ -224,21 +257,34 @@ minetest.register_globalstep(function(dtime)
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end
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end
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end
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elseif handles[player_name] then
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-- Stop sound when player goes under y limit
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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end
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end)
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-- Stop sound and remove player handle on leaveplayer
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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else
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-- Player outside y limits.
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-- Stop sound if playing.
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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-- Set normal sky if skybox
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if skybox[player_name] then
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player:set_sky({}, "regular", {}, true)
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skybox[player_name] = nil
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end
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end
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end
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end)
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-- On leaveplayer function
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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-- Stop sound if playing and remove handle
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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-- Remove skybox bool if necessary
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if skybox[player_name] then
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skybox[player_name] = nil
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end
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end)
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Loading…
Reference in New Issue