Import mods: lightning and weather_pack

lightning by sofar
weather_pack by xeranas
This commit is contained in:
Wuzzy 2017-02-20 19:05:26 +01:00
parent 1f3d14e0b0
commit 45e45e9c66
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Lightning mod for minetest
Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org>
"lightning" is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as
published by the Free Software Foundation; either version 2.1
of the license, or (at your option) any later version.
Textures: CC-BY-SA-4.0 by sofar
lightning_1.png
lightning_2.png
lightning_3.png
Sounds:
thunder.1.ogg - CC-BY-SA - hantorio - http://www.freesound.org/people/hantorio/sounds/121945/
thunder.2.ogg - CC-BY-SA - juskiddink - http://www.freesound.org/people/juskiddink/sounds/101948/
thunder.3.ogg - CC-BY-SA - IllusiaProductions - http://www.freesound.org/people/IllusiaProductions/sounds/249950/

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mcl_fire

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A mod that adds thunder and lightning effects.

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--[[
Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org>
"lightning" is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as
published by the Free Software Foundation; either version 2.1
of the license, or (at your option) any later version.
--]]
lightning = {}
lightning.interval_low = 17
lightning.interval_high = 503
lightning.range_h = 100
lightning.range_v = 50
lightning.size = 100
-- disable this to stop lightning mod from striking
lightning.auto = true
local rng = PcgRandom(32321123312123)
local ps = {}
local ttl = 1
local revertsky = function()
if ttl == 0 then
return
end
ttl = ttl - 1
if ttl > 0 then
return
end
for key, entry in pairs(ps) do
local sky = entry.sky
entry.p:set_sky(sky.bgcolor, sky.type, sky.textures)
end
ps = {}
end
minetest.register_globalstep(revertsky)
-- select a random strike point, midpoint
local function choose_pos(pos)
if not pos then
local playerlist = minetest.get_connected_players()
local playercount = table.getn(playerlist)
-- nobody on
if playercount == 0 then
return nil, nil
end
local r = rng:next(1, playercount)
local randomplayer = playerlist[r]
pos = randomplayer:getpos()
-- avoid striking underground
if pos.y < -20 then
return nil, nil
end
pos.x = math.floor(pos.x - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
pos.y = pos.y + (lightning.range_v / 2)
pos.z = math.floor(pos.z - (lightning.range_h / 2) + rng:next(1, lightning.range_h))
end
local b, pos2 = minetest.line_of_sight(pos, {x = pos.x, y = pos.y - lightning.range_v, z = pos.z}, 1)
-- nothing but air found
if b then
return nil, nil
end
local n = minetest.get_node({x = pos2.x, y = pos2.y - 1/2, z = pos2.z})
if n.name == "air" or n.name == "ignore" then
return nil, nil
end
return pos, pos2
end
-- lightning strike API
-- * pos: optional, if not given a random pos will be chosen
-- * returns: bool - success if a strike happened
lightning.strike = function(pos)
if lightning.auto then
minetest.after(rng:next(lightning.interval_low, lightning.interval_high), lightning.strike)
end
local pos2
pos, pos2 = choose_pos(pos)
if not pos then
return false
end
minetest.add_particlespawner({
amount = 1,
time = 0.2,
-- make it hit the top of a block exactly with the bottom
minpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
maxpos = {x = pos2.x, y = pos2.y + (lightning.size / 2) + 1/2, z = pos2.z },
minvel = {x = 0, y = 0, z = 0},
maxvel = {x = 0, y = 0, z = 0},
minacc = {x = 0, y = 0, z = 0},
maxacc = {x = 0, y = 0, z = 0},
minexptime = 0.2,
maxexptime = 0.2,
minsize = lightning.size * 10,
maxsize = lightning.size * 10,
collisiondetection = true,
vertical = true,
-- to make it appear hitting the node that will get set on fire, make sure
-- to make the texture lightning bolt hit exactly in the middle of the
-- texture (e.g. 127/128 on a 256x wide texture)
texture = "lightning_lightning_" .. rng:next(1,3) .. ".png",
})
minetest.sound_play({ pos = pos, name = "lightning_thunder", gain = 10, max_hear_distance = 500 })
-- damage nearby objects, player or not
for _, obj in ipairs(minetest.get_objects_inside_radius(pos, 5)) do
-- nil as param#1 is supposed to work, but core can't handle it.
obj:punch(obj, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy=8}}, nil)
end
local playerlist = minetest.get_connected_players()
for i = 1, #playerlist do
local player = playerlist[i]
local sky = {}
sky.bgcolor, sky.type, sky.textures = player:get_sky()
local name = player:get_player_name()
if ps[name] == nil then
ps[name] = {p = player, sky = sky}
player:set_sky(0xffffff, "plain", {})
end
end
-- trigger revert of skybox
ttl = 5
-- set the air node above it on fire
pos2.y = pos2.y + 1/2
if minetest.get_item_group(minetest.get_node({x = pos2.x, y = pos2.y - 1, z = pos2.z}).name, "liquid") < 1 then
if minetest.get_node(pos2).name == "air" then
-- cause a fire
minetest.set_node(pos2, {name = "mcl_fire:fire"})
end
end
end
-- if other mods disable auto lightning during initialization, don't trigger the first lightning.
minetest.after(5, function(dtime)
if lightning.auto then
minetest.after(rng:next(lightning.interval_low,
lightning.interval_high), lightning.strike)
end
end)

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name = lightning

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weather-pack
=======================
Weather mod for Minetest (http://minetest.net/)
Weathers included
-----------------------
* rain
* snow
* thunder
Commands
-----------------------
`set_weather <weather>` requires `weather_manager` privilege.
Dependencies
-----------------------
Thunder weather requres [lightning](https://github.com/minetest-mods/lightning) mod.
Configuration properties
-----------------------
Weather mod for indoor check depends on sunlight propogation check. Some nodes (e.g. glass block) propogates sunlight and thus weather particles will go through it. To change that set `weather_allow_override_nodes=true` in `minetest.conf` file. Be aware that just few nodes will be override and these blocks needs to be re-builded to take effect. Maybe in future other 'cheap' way to check indoor will be available.
Weather mod mostly relies on particles generation however for some small things ABM may be used. Users which do not want it can disable ABM with property `weather_allow_abm=false`.
License of source code:
-----------------------
LGPL 2.1+
Authors of media files:
-----------------------
TeddyDesTodes:
Snowflakes licensed under CC-BY-SA 3.0 by from weather branch at https://github.com/TeddyDesTodes/minetest/tree/weather
* `weather_pack_snow_snowflake1.png` - CC-BY-SA 3.0
* `weather_pack_snow_snowflake2.png` - CC-BY-SA 3.0
xeranas:
* `weather_pack_rain_raindrop_1.png` - CC-0
* `weather_pack_rain_raindrop_2.png` - CC-0
* `weather_pack_rain_raindrop_3.png` - CC-0
inchadney (http://freesound.org/people/inchadney/):
* `weather_rain.ogg` - CC-BY-SA 3.0 (cut from http://freesound.org/people/inchadney/sounds/58835/)

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lightning?

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Set of weathers for minetest.

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local modpath = minetest.get_modpath("weather_pack");
dofile(modpath.."/weather_core.lua")
dofile(modpath.."/snow.lua")
dofile(modpath.."/rain.lua")
if minetest.get_modpath("lightning") ~= nil then
dofile(modpath.."/thunder.lua")
end
-- If not located then embeded skycolor mod version will be loaded.
if minetest.get_modpath("skycolor") == nil then
dofile(modpath.."/skycolor.lua")
end

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name = weather_pack

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rain = {
-- max rain particles created at time
particles_count = 35,
-- flag to turn on/off extinguish fire for rain
extinguish_fire = true,
-- flag useful when mixing weathers
raining = false,
-- keeping last timeofday value (rounded).
-- Defaulted to non-existing value for initial comparing.
sky_last_update = -1,
init_done = false,
}
rain.sound_handler = function(player)
return minetest.sound_play("weather_rain", {
object = player,
max_hear_distance = 2,
loop = true,
})
end
-- set skybox based on time (uses skycolor api)
rain.set_sky_box = function()
skycolor.add_layer(
"weather-pack-rain-sky",
{{r=0, g=0, b=0},
{r=85, g=86, b=98},
{r=152, g=150, b=159},
{r=85, g=86, b=98},
{r=0, g=0, b=0}})
skycolor.active = true
end
-- creating manually parctiles instead of particles spawner because of easier to control
-- spawn position.
rain.add_rain_particles = function(player)
rain.last_rp_count = 0
for i=rain.particles_count, 1,-1 do
local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player)
if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then
rain.last_rp_count = rain.last_rp_count + 1
minetest.add_particle({
pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z},
velocity = {x=0, y=-10, z=0},
acceleration = {x=0, y=-30, z=0},
expirationtime = 0.2,
size = math.random(0.5, 3),
collisiondetection = true,
collision_removal = true,
vertical = true,
texture = rain.get_texture(),
playername = player:get_player_name()
})
end
end
end
-- Simple random texture getter
rain.get_texture = function()
local texture_name
local random_number = math.random()
if random_number > 0.33 then
texture_name = "weather_pack_rain_raindrop_1.png"
elseif random_number > 0.66 then
texture_name = "weather_pack_rain_raindrop_2.png"
else
texture_name = "weather_pack_rain_raindrop_3.png"
end
return texture_name;
end
-- register player for rain weather.
-- basically needs for origin sky reference and rain sound controls.
rain.add_player = function(player)
if weather.players[player:get_player_name()] == nil then
local player_meta = {}
player_meta.origin_sky = {player:get_sky()}
weather.players[player:get_player_name()] = player_meta
end
end
-- remove player from player list effected by rain.
-- be sure to remove sound before removing player otherwise soundhandler reference will be lost.
rain.remove_player = function(player)
local player_meta = weather.players[player:get_player_name()]
if player_meta ~= nil and player_meta.origin_sky ~= nil then
player:set_sky(player_meta.origin_sky[1], player_meta.origin_sky[2], player_meta.origin_sky[3])
weather.players[player:get_player_name()] = nil
end
end
-- adds and removes rain sound depending how much rain particles around player currently exist.
-- have few seconds delay before each check to avoid on/off sound too often
-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
rain.update_sound = function(player)
local player_meta = weather.players[player:get_player_name()]
if player_meta ~= nil then
if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > os.time() then
return false
end
if player_meta.sound_handler ~= nil then
if rain.last_rp_count == 0 then
minetest.sound_stop(player_meta.sound_handler)
player_meta.sound_handler = nil
end
elseif rain.last_rp_count > 0 then
player_meta.sound_handler = rain.sound_handler(player)
end
player_meta.sound_updated = os.time()
end
end
-- rain sound removed from player.
rain.remove_sound = function(player)
local player_meta = weather.players[player:get_player_name()]
if player_meta ~= nil and player_meta.sound_handler ~= nil then
minetest.sound_stop(player_meta.sound_handler)
player_meta.sound_handler = nil
end
end
-- callback function for removing rain
rain.clear = function()
rain.raining = false
rain.sky_last_update = -1
rain.init_done = false
skycolor.remove_layer("weather-pack-rain-sky")
for _, player in ipairs(minetest.get_connected_players()) do
rain.remove_sound(player)
rain.remove_player(player)
end
end
minetest.register_globalstep(function(dtime)
if weather.state ~= "rain" then
return false
end
rain.make_weather()
end)
rain.make_weather = function()
if rain.init_done == false then
rain.raining = true
rain.set_sky_box()
end
for _, player in ipairs(minetest.get_connected_players()) do
if (weather.is_underwater(player)) then
return false
end
rain.add_player(player)
rain.add_rain_particles(player)
rain.update_sound(player)
end
end
if weather.reg_weathers.rain == nil then
weather.reg_weathers.rain = {
chance = 15,
clear = rain.clear
}
end
-- ABM for extinguish fire
if weather.allow_abm then
minetest.register_abm({
nodenames = {"fire:basic_flame"},
interval = 4.0,
chance = 2,
action = function(pos, node, active_object_count, active_object_count_wider)
if rain.raining and rain.extinguish_fire then
if weather.is_outdoor(pos) then
minetest.remove_node(pos)
end
end
end
})
end

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skycolor = {
-- Should be activated before do any effect.
active = false,
-- To skip update interval
force_update = true,
-- Update interval.
update_interval = 15,
-- Main sky colors: starts from midnight to midnight.
-- Please do not set directly. Use add_layer instead.
colors = {},
-- min value which will be used in color gradient, usualy its first user given color in 'pure' color.
min_val = 0,
-- number of colors while constructing gradient of user given colors
max_val = 1000,
-- Enables smooth transition between existing sky color and target.
smooth_transitions = true,
-- Transition between current sky color and new user given.
transition_in_progress = false,
-- Transition colors are generated automaticly during initialization.
transition_colors = {},
-- Time where transition between current color and user given will be done
transition_time = 15,
-- Tracks how much time passed during transition
transition_timer = 0,
-- Table for tracking layer order
layer_names = {},
-- To layer to colors table
add_layer = function(layer_name, layer_color, instant_update)
skycolor.colors[layer_name] = layer_color
table.insert(skycolor.layer_names, layer_name)
if (instant_update ~= true) then
skycolor.init_transition()
end
skycolor.force_update = true
end,
-- Retrieve layer from colors table
retrieve_layer = function()
local last_layer = skycolor.layer_names[#skycolor.layer_names]
return skycolor.colors[last_layer]
end,
-- Remove layer from colors table
remove_layer = function(layer_name)
for k, name in ipairs(skycolor.layer_names) do
if name == layer_name then
table.remove(skycolor.layer_names, k)
skycolor.force_update = true
return
end
end
end,
-- Update sky color. If players not specified update sky for all players.
update_sky_color = function(players)
local color = skycolor.current_sky_layer_color()
if (color == nil) then
skycolor.active = false
skycolor.set_default_sky()
return
end
players = skycolor.utils.get_players(players)
for _, player in ipairs(players) do
player:set_sky(color, "plain", nil)
end
end,
-- Returns current layer color in {r, g, b} format
current_sky_layer_color = function()
if #skycolor.layer_names == 0 then
return nil
end
-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * skycolor.max_value.
local timeofday = minetest.get_timeofday()
local rounded_time = math.floor(timeofday * skycolor.max_val)
local color = skycolor.utils.convert_to_rgb(skycolor.min_val, skycolor.max_val, rounded_time, skycolor.retrieve_layer())
return color
end,
-- Initialy used only on
update_transition_sky_color = function()
if #skycolor.layer_names == 0 then
skycolor.active = false
skycolor.set_default_sky()
return
end
local multiplier = 100
local rounded_time = math.floor(skycolor.transition_timer * multiplier)
if rounded_time >= skycolor.transition_time * multiplier then
skycolor.stop_transition()
return
end
local color = skycolor.utils.convert_to_rgb(0, skycolor.transition_time * multiplier, rounded_time, skycolor.transition_colors)
local players = skycolor.utils.get_players(nil)
for _, player in ipairs(players) do
player:set_sky(color, "plain", nil)
end
end,
-- Reset sky color to game default. If players not specified update sky for all players.
-- Could be sometimes useful but not recomended to use in general case as there may be other color layers
-- which needs to preserve.
set_default_sky = function(players)
local players = skycolor.utils.get_players(players)
for _, player in ipairs(players) do
player:set_sky(nil, "regular", nil)
end
end,
init_transition = function()
-- sadly default sky returns unpredictible colors so transition mode becomes usable only for user defined color layers
-- Here '2' means that one color layer existed before new added and transition is posible.
if #skycolor.layer_names < 2 then
return
end
local transition_start_color = skycolor.utils.get_current_bg_color()
if (transition_start_color == nil) then
return
end
local transition_end_color = skycolor.current_sky_layer_color()
skycolor.transition_colors = {transition_start_color, transition_end_color}
skycolor.transition_in_progress = true
end,
stop_transition = function()
skycolor.transition_in_progress = false
skycolor.transition_colors = {}
skycolor.transition_timer = 0
end,
utils = {
convert_to_rgb = function(minval, maxval, current_val, colors)
local max_index = #colors - 1
local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
local index1 = math.floor(val)
local index2 = math.min(math.floor(val)+1, max_index + 1)
local f = val - index1
local c1 = colors[index1]
local c2 = colors[index2]
return {r=math.floor(c1.r + f*(c2.r - c1.r)), g=math.floor(c1.g + f*(c2.g-c1.g)), b=math.floor(c1.b + f*(c2.b - c1.b))}
end,
-- Simply getter. Ether returns user given players list or get all connected players if none provided
get_players = function(players)
if players == nil or #players == 0 then
players = minetest.get_connected_players()
end
return players
end,
-- Returns first player sky color. I assume that all players are in same color layout.
get_current_bg_color = function()
local players = skycolor.utils.get_players(nil)
for _, player in ipairs(players) do
return player:get_sky()
end
return nil
end
},
}
local timer = 0
minetest.register_globalstep(function(dtime)
if skycolor.active ~= true or #minetest.get_connected_players() == 0 then
return
end
if skycolor.smooth_transitions and skycolor.transition_in_progress then
skycolor.transition_timer = skycolor.transition_timer + dtime
skycolor.update_transition_sky_color()
return
end
if skycolor.force_update then
skycolor.update_sky_color()
skycolor.force_update = false
return
end
-- regular updates based on iterval
timer = timer + dtime;
if timer >= skycolor.update_interval then
skycolor.update_sky_color()
timer = 0
end
end)
minetest.register_on_joinplayer(function(player)
if (skycolor.active) then
skycolor.update_sky_color({player})
end
end)

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snow = {}
snow.particles_count = 15
snow.init_done = false
-- calculates coordinates and draw particles for snow weather
snow.add_rain_particles = function(player)
rain.last_rp_count = 0
for i=snow.particles_count, 1,-1 do
local random_pos_x, random_pos_y, random_pos_z = weather.get_random_pos_by_player_look_dir(player)
random_pos_y = math.random() + math.random(player:getpos().y - 1, player:getpos().y + 7)
if minetest.get_node_light({x=random_pos_x, y=random_pos_y, z=random_pos_z}, 0.5) == 15 then
rain.last_rp_count = rain.last_rp_count + 1
minetest.add_particle({
pos = {x=random_pos_x, y=random_pos_y, z=random_pos_z},
velocity = {x = math.random(-1,-0.5), y = math.random(-2,-1), z = math.random(-1,-0.5)},
acceleration = {x = math.random(-1,-0.5), y=-0.5, z = math.random(-1,-0.5)},
expirationtime = 2.0,
size = math.random(0.5, 2),
collisiondetection = true,
collision_removal = true,
vertical = true,
texture = snow.get_texture(),
playername = player:get_player_name()
})
end
end
end
snow.set_sky_box = function()
skycolor.add_layer(
"weather-pack-snow-sky",
{{r=0, g=0, b=0},
{r=241, g=244, b=249},
{r=0, g=0, b=0}}
)
skycolor.active = true
end
snow.clear = function()
skycolor.remove_layer("weather-pack-snow-sky")
snow.init_done = false
end
-- Simple random texture getter
snow.get_texture = function()
local texture_name
local random_number = math.random()
if random_number > 0.5 then
texture_name = "weather_pack_snow_snowflake1.png"
else
texture_name = "weather_pack_snow_snowflake2.png"
end
return texture_name;
end
local timer = 0
minetest.register_globalstep(function(dtime)
if weather.state ~= "snow" then
return false
end
timer = timer + dtime;
if timer >= 0.5 then
timer = 0
else
return
end
if snow.init_done == false then
snow.set_sky_box()
snow.init_done = true
end
for _, player in ipairs(minetest.get_connected_players()) do
if (weather.is_underwater(player)) then
return false
end
snow.add_rain_particles(player)
end
end)
-- register snow weather
if weather.reg_weathers.snow == nil then
weather.reg_weathers.snow = {
chance = 10,
clear = snow.clear
}
end

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-- turn off lightning mod 'auto mode'
lightning.auto = false
thunder = {
next_strike = 0,
min_delay = 3,
max_delay = 12,
}
minetest.register_globalstep(function(dtime)
if weather.state ~= "thunder" then
return false
end
rain.make_weather()
if (thunder.next_strike <= os.time()) then
lightning.strike()
local delay = math.random(thunder.min_delay, thunder.max_delay)
thunder.next_strike = os.time() + delay
end
end)
thunder.clear = function()
rain.clear()
end
-- register thunderstorm weather
if weather.reg_weathers.thunder == nil then
weather.reg_weathers.thunder = {
chance = 5,
clear = thunder.clear,
min_duration = 120,
max_duration = 600,
}
end

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weather = {
-- weather states, 'none' is default, other states depends from active mods
state = "none",
-- player list for saving player meta info
players = {},
-- time when weather should be re-calculated
next_check = 0,
-- default weather recalculation interval
check_interval = 300,
-- weather min duration
min_duration = 240,
-- weather max duration
max_duration = 3600,
-- weather calculated end time
end_time = nil,
-- registered weathers
reg_weathers = {},
-- automaticly calculates intervals and swap weathers
auto_mode = true,
-- global flag to disable/enable ABM logic.
allow_abm = true,
}
weather.get_rand_end_time = function(min_duration, max_duration)
if min_duration ~= nil and max_duration ~= nil then
return os.time() + math.random(min_duration, max_duration);
else
return os.time() + math.random(weather.min_duration, weather.max_duration);
end
end
weather.is_outdoor = function(pos)
if minetest.get_node_light({x=pos.x, y=pos.y + 1, z=pos.z}, 0.5) == 15 then
return true
end
return false
end
-- checks if player is undewater. This is needed in order to
-- turn off weather particles generation.
weather.is_underwater = function(player)
local ppos = player:getpos()
local offset = player:get_eye_offset()
local player_eye_pos = {x = ppos.x + offset.x,
y = ppos.y + offset.y + 1.5,
z = ppos.z + offset.z}
local node_level = minetest.get_node_level(player_eye_pos)
if node_level == 8 or node_level == 7 then
return true
end
return false
end
-- trying to locate position for particles by player look direction for performance reason.
-- it is costly to generate many particles around player so goal is focus mainly on front view.
weather.get_random_pos_by_player_look_dir = function(player)
local look_dir = player:get_look_dir()
local player_pos = player:getpos()
local random_pos_x = 0
local random_pos_y = 0
local random_pos_z = 0
if look_dir.x > 0 then
if look_dir.z > 0 then
random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5)
random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5)
else
random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5)
random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5)
end
else
if look_dir.z > 0 then
random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5)
random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5)
else
random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5)
random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5)
end
end
random_pos_y = math.random() + math.random(player_pos.y + 1, player_pos.y + 3)
return random_pos_x, random_pos_y, random_pos_z
end
minetest.register_globalstep(function(dtime)
if weather.auto_mode == false then
return 0
end
-- recalculate weather only when there aren't currently any
if (weather.state ~= "none") then
if (weather.end_time ~= nil and weather.end_time <= os.time()) then
weather.reg_weathers[weather.state].clear()
weather.state = "none"
end
elseif (weather.next_check <= os.time()) then
for weather_name, weather_meta in pairs(weather.reg_weathers) do
weather.set_random_weather(weather_name, weather_meta)
end
-- fallback next_check set, weather 'none' will be.
weather.next_check = os.time() + weather.check_interval
end
end)
-- sets random weather (which could be 'regular' (no weather)).
weather.set_random_weather = function(weather_name, weather_meta)
if weather.next_check > os.time() then return 0 end
if (weather_meta ~= nil and weather_meta.chance ~= nil) then
local random_roll = math.random(0,100)
if (random_roll <= weather_meta.chance) then
weather.state = weather_name
weather.end_time = weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration)
weather.next_check = os.time() + weather.check_interval
end
end
end
minetest.register_privilege("weather_manager", {
description = "Gives ability to control weather",
give_to_singleplayer = false
})
-- Weather command definition. Set
minetest.register_chatcommand("set_weather", {
params = "<weather>",
description = "Changes weather by given param, parameter none will remove weather.",
privs = {weather_manager = true},
func = function(name, param)
if (param == "none") then
if (weather.state ~= nil and weather.reg_weathers[weather.state] ~= nil) then
weather.reg_weathers[weather.state].clear()
weather.state = param
end
weather.state = "none"
end
if (weather.reg_weathers ~= nil and weather.reg_weathers[param] ~= nil) then
if (weather.state ~= nil and weather.state ~= "none" and weather.reg_weathers[weather.state] ~= nil) then
weather.reg_weathers[weather.state].clear()
end
weather.state = param
end
end
})
-- Configuration setting which allows user to disable ABM for weathers (if they use it).
-- Weather mods expected to be use this flag before registering ABM.
local weather_allow_abm = minetest.setting_getbool("weather_allow_abm")
if weather_allow_abm ~= nil and weather_allow_abm == false then
weather.allow_abm = false
end
-- Overrides nodes 'sunlight_propagates' attribute for efficient indoor check (e.g. for glass roof).
-- Controlled from minetest.conf setting and by default it is disabled.
-- To enable set weather_allow_override_nodes to true.
-- Only new nodes will be effected (glass roof needs to be rebuilded).
if minetest.setting_getbool("weather_allow_override_nodes") then
if minetest.registered_nodes["default:glass"] then
minetest.override_item("default:glass", {sunlight_propagates = false})
end
if minetest.registered_nodes["default:meselamp"] then
minetest.override_item("default:meselamp", {sunlight_propagates = false})
end
end