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Add API to weather mod
Co-authored-by: Till Affeldt <t.affeldt@tu-braunschweig.de>
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18
game_api.txt
18
game_api.txt
@ -1169,3 +1169,21 @@ the log.
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* after logging the action, the original callback (if any) is called
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* `def` See [Node definition]
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* `name` Description of the node in the log message
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Weather API
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-----------
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The weather mod will constantly adjust weather effects seen by the player
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(that is: cloud parameters and shadow intensity).
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These can be influenced using this API.
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#### `weather.get = function(player)`
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* Returns the current weather effects seen by the player.
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It returns a table with two keys:
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* `clouds`: A table (or `nil`) with cloud data following the same format as used for `player:set_clouds()`.
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* `lighting`: A table (or `nil`) with lighting data following the same format as used for `player:set_lighting()`.
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* `player`: ObjectRef of the relevant player
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* You can override this function to change the weather effects by simply returning different values.
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Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.
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32
mods/weather/api.lua
Normal file
32
mods/weather/api.lua
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@ -0,0 +1,32 @@
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local CYCLE = 8 -- Time period of cyclic clouds update in seconds
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weather = {}
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-- default implementation is empty
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function weather.get(player)
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return {}
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end
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local function do_update()
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for _, player in ipairs(minetest.get_connected_players()) do
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local params = weather.get(player)
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assert(params ~= nil, "weather.get() must not return nil")
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if params.clouds then
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player:set_clouds(params.clouds)
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end
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if params.lighting then
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player:set_lighting(params.lighting)
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end
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end
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end
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local function cyclic_update()
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do_update()
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minetest.after(CYCLE, cyclic_update)
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end
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minetest.after(0, cyclic_update)
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-- Update on player join to instantly alter clouds from the default
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minetest.register_on_joinplayer(function(player)
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do_update()
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end)
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@ -1,10 +1,13 @@
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-- Always load the API
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dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/api.lua")
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-- Disable by mapgen or setting
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if minetest.settings:get_bool("enable_weather") == false then
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return
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end
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "v6" or mg_name == "singlenode" then
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-- set a default shadow intensity for mgv6 and singlenode
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minetest.register_on_joinplayer(function(player)
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@ -14,10 +17,9 @@ if mg_name == "v6" or mg_name == "singlenode" then
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return
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end
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-- Parameters
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-- Default implementation for noise based cloud appearance
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local TSCALE = 600 -- Time scale of noise variation in seconds
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local CYCLE = 8 -- Time period of cyclic clouds update in seconds
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local np_density = {
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offset = 0.5,
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@ -59,19 +61,11 @@ local np_speedz = {
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lacunarity = 2,
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}
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-- End parameters
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-- Initialise noise objects to nil
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local nobj_density = nil
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local nobj_thickness = nil
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local nobj_speedx = nil
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local nobj_speedz = nil
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-- Update clouds function
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local function rangelim(value, lower, upper)
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return math.min(math.max(value, lower), upper)
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end
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@ -88,7 +82,7 @@ do
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end
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end
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local function update_clouds()
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function weather.get(player)
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-- Adjusted time in seconds
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local time = math.floor(minetest.get_gametime() - t_offset)
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@ -102,42 +96,28 @@ local function update_clouds()
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local n_speedx = nobj_speedx:get_2d({x = time, y = 0}) -- -1 to 1
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local n_speedz = nobj_speedz:get_2d({x = time, y = 0}) -- -1 to 1
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for _, player in ipairs(minetest.get_connected_players()) do
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-- Fallback to mid-value 50 for very old worlds
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local humid = minetest.get_humidity(player:get_pos()) or 50
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-- Default and classic density value is 0.4, make this happen
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-- at humidity midvalue 50 when n_density is at midvalue 0.5.
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-- density_max = 0.25 at humid = 0.
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-- density_max = 0.8 at humid = 50.
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-- density_max = 1.35 at humid = 100.
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local density_max = 0.8 + ((humid - 50) / 50) * 0.55
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-- Range limit density_max to always have occasional
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-- small scattered clouds at extreme low humidity.
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local density = rangelim(density_max, 0.2, 1.0) * n_density
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player:set_clouds({
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-- Fallback to mid-value 50 for very old worlds
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local humid = minetest.get_humidity(player:get_pos()) or 50
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-- Default and classic density value is 0.4, make this happen
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-- at humidity midvalue 50 when n_density is at midvalue 0.5.
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-- density_max = 0.25 at humid = 0.
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-- density_max = 0.8 at humid = 50.
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-- density_max = 1.35 at humid = 100.
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local density_max = 0.8 + ((humid - 50) / 50) * 0.55
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-- Range limit density_max to always have occasional
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-- small scattered clouds at extreme low humidity.
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local density = rangelim(density_max, 0.2, 1.0) * n_density
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return {
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clouds = {
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density = density,
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thickness = math.max(math.floor(
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rangelim(32 * humid / 100, 8, 32) * n_thickness
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), 2),
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speed = {x = n_speedx * 4, z = n_speedz * 4},
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})
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-- now adjust the shadow intensity
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player:set_lighting({ shadows = { intensity = 0.7 * (1 - density) } })
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end
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},
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lighting = {
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shadows = { intensity = 0.7 * (1 - density) }
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}
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}
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end
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local function cyclic_update()
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update_clouds()
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minetest.after(CYCLE, cyclic_update)
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end
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minetest.after(0, cyclic_update)
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-- Update on player join to instantly alter clouds from the default
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minetest.register_on_joinplayer(function(player)
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update_clouds()
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end)
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