]> git.lizzy.rs Git - Crafter.git/blobdiff - mods/weather/init.lua
Add snow biomes
[Crafter.git] / mods / weather / init.lua
index 40bd3e858bb16f25bec7c4e4808b41e3bf555341..56b7af849e323073da50c2f47f3bf46ddcaa5d8d 100644 (file)
---[[
-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= {
@@ -223,21 +290,33 @@ minetest.register_node("weather:snow", {
        },
 })
 
-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",
@@ -295,7 +374,7 @@ snowball.on_step = function(self, dtime)
                        object:punch(self.object, 2, 
                                {
                                full_punch_interval=1.5,
-                               damage_groups = {fleshy=0},
+                               damage_groups = {damage=0},
                        })
                        hit = true
                        break