---[[
-when updating check if the modified node is below the current entity position
+local weather_channel = minetest.mod_channel_join("weather_type")
+local weather_intake = minetest.mod_channel_join("weather_intake")
+local weather_nodes_channel = minetest.mod_channel_join("weather_nodes")
-or when dug check if below
-when placed check if above
+local weather_max = 2
+weather_type = math.random(0,weather_max)
+local weather_timer = 0
-if finding node fails and player is under direct sunlight then
-do weather effects with the y pos half way down the column of the weather particle spawner
+local path = minetest.get_modpath(minetest.get_current_modname())
+dofile(path.."/commands.lua")
-]]--
---add all nodes to node list
+--this updates players skys since it cannot be done clientside
+update_player_sky = function()
+ for _,player in ipairs(minetest.get_connected_players()) do
+ if weather_type ~= 0 then
+ player:set_sky({
+ base_color="#808080",
+ type="plain",
+ clouds=false,
+
+ day_sky = "#808080",
+ dawn_horizon = "#808080",
+ dawn_sky = "#808080",
+ fog_sun_tint = "#808080",
+
+ night_sky="#808080",
+ night_horizon="#808080"
+ })
+ player:set_sun({visible=false,sunrise_visible=false})
+ player:set_moon({visible=false})
+ player:set_stars({visible=false})
+ else
+ player:set_sky({
+ base_color="#8cbafa",
+ type="regular",
+ clouds=true,
+
+ day_sky = "#8cbafa",
+
+ dawn_horizon = "#bac1f0",
+ dawn_sky = "#b4bafa",
+
+ night_sky="#006aff",
+ night_horizon="#4090ff"
+ })
+
+ player:set_sun({visible=true,sunrise_visible=true})
+ player:set_moon({visible=true})
+ player:set_stars({visible=true})
+ end
+ end
+end
+
+--this tells the client mod to update the weather type
+function_send_weather_type = function()
+ weather_channel:send_all(tostring(weather_type))
+end
+
+--index all mods
local all_nodes = {}
minetest.register_on_mods_loaded(function()
for name in pairs(minetest.registered_nodes) do
if name ~= "air" and name ~= "ignore" then
table.insert(all_nodes,name)
end
- end
+ end
end)
-local spawn_weather = function(player)
- local pos = player:get_pos()
- local radius = 10
- local meta = player:get_meta()
- local particle_table = {}
-
- local min = vector.subtract(pos, 10)
- local max = vector.add(pos, 10)
-
-
- local area_index = minetest.find_nodes_in_area_under_air(min, max, all_nodes)
-
-
-
-
- local spawn_table = {}
- --find the highest y value
- for _,index in pairs(area_index) do
- if not spawn_table[index.x] then spawn_table[index.x] = {} end
- if not spawn_table[index.x][index.z] then
- spawn_table[index.x][index.z] = index.y
- elseif spawn_table[index.x][index.z] < index.y then
- spawn_table[index.x][index.z] = index.y
- end
- end
-
- for x,x_index in pairs(spawn_table) do
- for z,y in pairs(x_index) do
- local lightlevel = minetest.get_node_light(vector.new(x,y+1,z), 0.5)
- --print(lightlevel)
- if lightlevel >= 14 then
- --minetest.add_item(vector.new(x,y+1,z),ItemStack("main:glass"))
- --local node_list = minetest.find_nodes_in_area_under_air(vector.new(pos.x+x,pos.y-10,pos.z+z), vector.new(pos.x+x,pos.y+10,pos.z+z), all_nodes)
- --print(dump(minetest.registered_nodes))
-
- if math.random() > 0.995 then
- --make it so buildable to nodes get replaced
- local node = minetest.get_node(vector.new(x,y,z)).name
- local buildable = minetest.registered_nodes[node].buildable_to
- local liquid = (minetest.registered_nodes[node].liquidtype ~= "none")
-
- if not liquid then
- if not buildable and minetest.get_node(vector.new(x,y+1,z)).name ~= "weather:snow" then
- minetest.set_node(vector.new(x,y+1,z),{name="weather:snow"})
- elseif buildable == true and minetest.get_node(vector.new(x,y,z)).name ~= "weather:snow" then
- minetest.set_node(vector.new(x,y,z),{name="weather:snow"})
- end
- end
- end
-
- local id = minetest.add_particlespawner({
- amount = 2,
- -- Number of particles spawned over the time period `time`.
-
- time = 0,
- -- Lifespan of spawner in seconds.
- -- If time is 0 spawner has infinite lifespan and spawns the `amount` on
- -- a per-second basis.
-
- minpos = vector.new(x-0.5,y,z-0.5),
- maxpos = vector.new(x+0.5,y+20,z+0.5),
- minvel = {x=-0.2, y=-0.2, z=-0.2},
- maxvel = {x=0.2, y=-0.5, z=0.2},
- minacc = {x=0, y=0, z=0},
- maxacc = {x=0, y=0, z=0},
- minexptime = 1,
- maxexptime = 1,
- minsize = 1,
- maxsize = 1,
- -- The particles' properties are random values between the min and max
- -- values.
- -- pos, velocity, acceleration, expirationtime, size
-
- collisiondetection = true,
- -- If true collide with `walkable` nodes and, depending on the
- -- `object_collision` field, objects too.
-
- collision_removal = true,
- -- If true particles are removed when they collide.
- -- Requires collisiondetection = true to have any effect.
-
- object_collision = false,
- -- If true particles collide with objects that are defined as
- -- `physical = true,` and `collide_with_objects = true,`.
- -- Requires collisiondetection = true to have any effect.
-
- --attached = ObjectRef,
- -- If defined, particle positions, velocities and accelerations are
- -- relative to this object's position and yaw
-
- --vertical = false,
- -- If true face player using y axis only
-
- texture = "snowflake_"..math.random(1,2)..".png",
-
- playername = player:get_player_name(),
- -- Optional, if specified spawns particles only on the player's client
-
- --animation = {Tile Animation definition},
- -- Optional, specifies how to animate the particles' texture
-
- --glow = 0
- -- Optional, specify particle self-luminescence in darkness.
- -- Values 0-14.
- })
- table.insert(particle_table,id)
- end
- end
+--this sends the client all nodes that weather can be on top of
+--(everything)
+
+--have the client send the server the ready signal
+minetest.register_on_modchannel_message(function(channel_name, sender, message)
+ if channel_name == "weather_intake" then
+ print("sending player weather")
+ --for some reason this variable assignment does not work outside the scope of this function
+ local all_nodes_serialized = minetest.serialize(all_nodes)
+ weather_nodes_channel:send_all(all_nodes_serialized)
+ function_send_weather_type()
+ update_player_sky()
end
- meta:set_string("id table",minetest.serialize(particle_table))
-end
-
---handle weather effects on players when joining
-minetest.register_on_joinplayer(function(player)
- minetest.after(2, function(player)
- spawn_weather(player)
- end,player)
- player:set_sky({
- base_color="#808080",
- type="plain",
- clouds=false,
-
- day_sky = "#808080",
- dawn_horizon = "#808080",
- dawn_sky = "#808080",
- fog_sun_tint = "#808080",
-
- night_sky="#000000",
- night_horizon="#000000"
- })
- player:set_sun({visible=false})
- player:set_moon({visible=false})
- player:set_stars({visible=false})
end)
---handle weather effects during game loop
-local weather_update_timer = 0
-minetest.register_globalstep(function(dtime)
- weather_update_timer = weather_update_timer + dtime
- if weather_update_timer > 1 then
- weather_update_timer = 0
+
+--spawn snow nodes
+local pos
+local area = vector.new(80,40,80)
+local min
+local max
+local subber = vector.subtract
+local adder = vector.add
+local area_index
+local under_air = minetest.find_nodes_in_area_under_air
+local area
+local round_it = vector.round
+local randomize_number = math.random
+local n_vec = vector.new
+local lightlevel
+local get_light = minetest.get_node_light
+local g_node = minetest.get_node
+local node
+local def
+local buildable
+local walkable
+local liquid
+local r_nodes = minetest.registered_nodes
+local bulk_list
+local ice_list
+local spawn_table
+local mass_set = minetest.bulk_set_node
+local inserter = table.insert
+local temp_pos
+local get_table_size = table.getn
+
+--this is debug
+--local average = {}
+
+local function do_snow()
+ if weather_type == 1 then
for _,player in ipairs(minetest.get_connected_players()) do
- local meta = player:get_meta()
- local pos = vector.round(player:get_pos())
+ --this is debug
+ --local t0 = os.clock()
+
+ pos = round_it(player:get_pos())
+
+ area = n_vec(40,40,40)
+ min = subber(pos, area)
+ max = adder(pos, area)
+
+ area_index = under_air(min, max, all_nodes)
- if meta:contains("weather old pos") then
- local old_pos = minetest.string_to_pos(meta:get_string("weather old pos"))
- if not vector.equals(pos,old_pos) then
- if meta:contains("id table") then
- local particle_table = minetest.deserialize(meta:get_string("id table"))
-
- for id in pairs(particle_table) do
- minetest.delete_particlespawner(id, player:get_player_name())
+ spawn_table = {}
+
+ --the highest value is always indexed last in minetest.find_nodes_in_area_under_air,
+ --so all that is needed is to iterate through it backwards and hook into the first
+ --y value on the x and y and ignore the rest
+ for key = get_table_size(area_index),1,-1 do
+ temp_pos = area_index[key]
+ if not spawn_table[temp_pos.x] then spawn_table[temp_pos.x] = {} end
+ if not spawn_table[temp_pos.x][temp_pos.z] then
+ spawn_table[temp_pos.x][temp_pos.z] = temp_pos.y
+ end
+ end
+
+ --save old method just in case useful or turns out it's faster after all
+ --for _,index in pairs(area_index) do
+ -- if not spawn_table[index.x] then spawn_table[index.x] = {} end
+ -- if not spawn_table[index.x][index.z] then
+ -- spawn_table[index.x][index.z] = index.y
+ -- elseif spawn_table[index.x][index.z] < index.y then
+ -- spawn_table[index.x][index.z] = index.y
+ -- end
+ --end
+
+ --find the highest y value
+ bulk_list = {}
+ ice_list = {}
+ for x,x_index in pairs(spawn_table) do
+ for z,y in pairs(x_index) do
+ if randomize_number(1100) >= 1098 then
+ lightlevel = get_light(n_vec(x,y+1,z), 0.5)
+ if lightlevel >= 14 then
+ --make it so buildable to nodes get replaced
+ node = g_node(n_vec(x,y,z)).name
+ def = r_nodes[node]
+ buildable = def.buildable_to
+ walkable = def.walkable
+ liquid = (def.liquidtype ~= "none")
+
+ if not liquid then
+ if not buildable and g_node(n_vec(x,y+1,z)).name ~= "weather:snow" and walkable == true then
+ inserter(bulk_list, n_vec(x,y+1,z))
+ elseif buildable == true and node ~= "weather:snow" then
+ inserter(bulk_list, n_vec(x,y,z))
+ end
+ elseif g_node(n_vec(x,y,z)).name == "main:water" then
+ inserter(ice_list, n_vec(x,y,z))
+ end
end
- meta:set_string("id table", nil)
end
- --print("spawning weather")
- spawn_weather(player)
end
end
+ if bulk_list then
+ mass_set(bulk_list, {name="weather:snow"})
+ end
+ if ice_list then
+ mass_set(ice_list, {name="main:ice"})
+ end
- meta:set_string("weather old pos", minetest.pos_to_string(pos))
+
+ --this is debug
+ --[[
+ local chugent = math.ceil((os.clock() - t0) * 1000)
+ print("---------------------------------")
+ print ("Snow generation time " .. chugent .. " ms")
+
+ inserter(average, chugent)
+ local a = 0
+ --don't cause memory leak
+ if get_table_size(average) > 10 then
+ table.remove(average,1)
+ end
+ for _,i in ipairs(average) do
+ a = a + i
+ end
+ print(dump(average))
+ a = a / get_table_size(average)
+ print("average = "..a.."ms")
+ print("---------------------------------")
+ ]]--
end
end
-end)
+
+ minetest.after(3, function()
+ do_snow()
+ end)
+end
+
+do_snow()
+
+
+
+--this sets random weather
+local weather_timer_goal = (math.random(5,7)+math.random())*60
+--minetest.register_globalstep(function(dtime)
+local function randomize_weather()
+ weather_type = math.random(0,weather_max)
+ function_send_weather_type()
+ update_player_sky()
+ minetest.after((math.random(5,7)+math.random())*60, function()
+ randomize_weather()
+ end)
+end
+randomize_weather()
+
+local snowball_throw = function(player)
+ local pos = player:get_pos()
+ pos.y = pos.y + 1.625
+ --let other players hear the noise too
+ minetest.sound_play("woosh",{to_player=player:get_player_name(), pitch = math.random(80,100)/100})
+ minetest.sound_play("woosh",{pos=pos, exclude_player = player:get_player_name(), pitch = math.random(80,100)/100})
+ local snowball = minetest.add_entity(pos,"weather:snowball")
+ if snowball then
+ local vel = player:get_player_velocity()
+ snowball:set_velocity(vector.add(vel,vector.multiply(player:get_look_dir(),20)))
+ snowball:get_luaentity().thrower = player:get_player_name()
+ return(true)
+ end
+ return(false)
+end
minetest.register_node("weather:snow", {
description = "Snow",
tiles = {"snow_block.png"},
- groups = {soft = 1, shovel = 1, hand = 1,pathable = 1,wool=1,dirt=1},
+ groups = {pathable = 1,snow = 1, falling_node=1},
sounds = main.woolSound(),
paramtype = "light",
drawtype = "nodebox",
+ walkable = false,
+ floodable = true,
drop = {
max_items = 5,
items= {
},
})
-local snowball_throw = function(player)
- local pos = player:get_pos()
- pos.y = pos.y + 1.625
- --let other players hear the noise too
- minetest.sound_play("woosh",{to_player=player:get_player_name(), pitch = math.random(80,100)/100})
- minetest.sound_play("woosh",{pos=pos, exclude_player = player:get_player_name(), pitch = math.random(80,100)/100})
- local snowball = minetest.add_entity(pos,"weather:snowball")
- if snowball then
- local vel = player:get_player_velocity()
- snowball:set_velocity(vector.add(vel,vector.multiply(player:get_look_dir(),20)))
- snowball:get_luaentity().thrower = player:get_player_name()
- return(true)
- end
- return(false)
-end
+minetest.register_node("weather:snow_block", {
+ description = "Snow",
+ tiles = {"snow_block.png"},
+ groups = {pathable = 1,snow = 1},
+ sounds = main.woolSound(),
+ drop = {
+ max_items = 5,
+ items= {
+ {
+ items = {"weather:snowball"},
+ },
+ {
+ items = {"weather:snowball"},
+ },
+ {
+ items = {"weather:snowball"},
+ },
+ {
+ items = {"weather:snowball"},
+ },
+ {
+ rarity = 5,
+ items = {"weather:snowball"},
+ },
+ },
+ },
+})
minetest.register_craftitem("weather:snowball", {
description = "Snowball",
object:punch(self.object, 2,
{
full_punch_interval=1.5,
- damage_groups = {fleshy=0},
+ damage_groups = {damage=0},
})
hit = true
break