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.gitignore vendored
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@ -1 +0,0 @@
*.code-workspace

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@ -7,64 +7,6 @@ Not every biome is the same and neither should their weather be.
Regional Weather controls its effects with the local climate in mind. Regional Weather controls its effects with the local climate in mind.
Experience the humid air of the rain forest and harsh desert sandstorms. Experience the humid air of the rain forest and harsh desert sandstorms.
## Troubleshooting
Regional Weather depends on [Climate API](https://github.com/t-affeldt/climate_api) in order to function. Generally speaking, most mods should be compatible to it.
If you notice __odd movement speeds__ or jump heights of players, you should check for mods that also modify player physics. Use a compatibility mod like [player_monoids](https://github.com/minetest-mods/player_monoids) or [playerphysics](https://forum.minetest.net/viewtopic.php?t=22172) to get rid of this problem. This requires the conflicting mod to also support the chosen compatibility layer.
Mods that __modify the sky__ (including skybox, moon, sun, stars and clouds) are sadly not fully compatible because they conflict with Climate API's sky system. You should deactivate the sky features in either mod. You can do this in Climate API's settings using the ``Override the skybox`` option. If you're a mod maker then you can also optionally depend on climate_api and use ``climate_api.skybox.add_layer(playername, layer_name, options)`` to register your skybox change in a compatible way. Note that you need __at least Minetest v5.2.0__ for skybox changes to have any effect.
Conflicting skybox changes include the ``weather`` mod included in vanilla __Minetest Game__. You will want to disable that mod in order to use the more advanced cloud system introduced by Climate API. Head to ``Settings → All Settings → Games → Minetest Game`` and set ``Enable weather`` to ``Disabled``. This setting will only exist if you are using Minetest Game v5.2.0 or higher.
If you experience __performance issues__, the *Performance* section of Climate API's configuration section is a great place to start looking for a solution.
The following mods are recommended to be installed alongside Regional Weather:
- [Climate API](https://github.com/t-affeldt/climate_api) (required): The necessary weather engine that this mod is built upon
- [Moon Phases](https://github.com/t-affeldt/minetest_moon_phase): Complements weather effects with dynamic sky changes and a full moon cycle
- [Sailing Kit](https://github.com/t-affeldt/sailing_kit) (Fork): Uses Climate API's new wind system to sail across the sea.
- [Lightning](https://github.com/minetest-mods/lightning): Adds to heavy rain by enabling additional lightning effects
- [Farming](https://github.com/minetest/minetest_game/tree/master/mods/farming) (as part of MTG) or [Farming Redo](https://forum.minetest.net/viewtopic.php?t=9019): Add farmland and crops to grow food. Farmland wil turn wet during rain effects.
- [Fire](https://github.com/minetest/minetest_game/tree/master/mods/fire) (as part of MTG): Adds fires that can be caused by lightning strikes and other effects and will be extinguished during rain effects.
- [Pedology](https://forum.minetest.net/viewtopic.php?f=11&t=9429) Adds a lot of nodes with dynamic wetness and dryness states.
- [Ambience](https://notabug.org/TenPlus1/ambience): Plays some nice ambient sound effects based on where you are.
For easier installation, you can get a lot of these mods as part of my [Climate Modpack](https://github.com/t-affeldt/climate).
## Configuration Options
You can find all mod configuration options in your Minetest launcher.
Go to ``Settings → All Settings → Mods → regional_weather`` to change them.
Also check out the options inside the ``climate_api`` section for additional configuration options, including performance tweaks and feature switches.
### Features
- ``Place snow layers`` (default true):
If set to true, snow layers will stack up during snowy weather.
- ``Freeze river water`` (default true):
If set to true, river water sources will freeze at low temperatures and melt when it gets warmer again.
This process does not affect regular ice blocks because it adds its own temporary ones.
- ``Place rain puddles`` (default true):
If set to true, water puddles will form during rain or when snow layers have melted.
- ``Hydrate farmland`` (default true):
If set to true, rain will cause dry farmland to turn wet.
Requires *farming* or *farming_redo* mod.
- ``Extinguish fire`` (bool true):
If set to true, fires will be extinguished during rain showers.
Requires *fire* mod.
- ``Wetten pedology nodes`` (default true):
If set to true, rain will wetten or dry nodes from pedology mod.
Requires *pedology* mod.
### World Configuration
- ``Maximum height of weather effects`` (default 120):
No visual effects will be applied above this height.
This value defaults to normal cloud height (120 nodes above sea level).
- ``Minimum height of weather effects`` (default -50):
No visual effects will be applied below this height.
This will prevent unwanted visuals within large underground caves.
- ``Cloud height`` (default 120)
Average height of cloud bases
- ``Cloud height variation`` (default 40)
Maxmial variation of cloud height from base value
## License information ## License information
### Source Code ### Source Code
Unless otherwise stated, this source code is written entirely by myself. Unless otherwise stated, this source code is written entirely by myself.
@ -87,6 +29,7 @@ The entire source code is available on [Github](https://github.com/t-affeldt/reg
- Light Rain sounds: *CC BY 3.0* by Arctura from https://freesound.org/people/Arctura/sounds/34065/ - Light Rain sounds: *CC BY 3.0* by Arctura from https://freesound.org/people/Arctura/sounds/34065/
- Wind sound: *CC BY (3.0)* by InspectorJ from https://freesound.org/people/InspectorJ/sounds/376415/ - Wind sound: *CC BY (3.0)* by InspectorJ from https://freesound.org/people/InspectorJ/sounds/376415/
- Hail sound: *CC0* by ikayuka from https://freesound.org/people/ikayuka/sounds/240742/ - Hail sound: *CC0* by ikayuka from https://freesound.org/people/ikayuka/sounds/240742/
- Puddle footstep sound: *CC0* by swordofkings128 from https://freesound.org/people/swordofkings128/sounds/398032/
### HUD Overlays ### HUD Overlays
- Frost HUD: *CC BY-SA (3.0)* by Cap - Frost HUD: *CC BY-SA (3.0)* by Cap
@ -96,7 +39,7 @@ The entire source code is available on [Github](https://github.com/t-affeldt/reg
- Screenshots and editing: *CC BY-SA (3.0)* by me - Screenshots and editing: *CC BY-SA (3.0)* by me
- Logos and artwork: *CC BY-SA (3.0)* by Cap - Logos and artwork: *CC BY-SA (3.0)* by Cap
- Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/ - Lato Font (for the Logo): *OFL* by Łukasz Dziedzic from http://www.latofonts.com/lato-free-fonts/
- Source Sans Pro (for the subtitles): *OFL*, see https://fonts.google.com/specimen/Source+Sans+Pro - Liberation Fonts (for the text): *OFL*, see https://github.com/liberationfonts/liberation-fonts
- Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043 - Used texture pack: Polygonia (128px edition) *CC BY-SA (4.0)* by Lokrates. See https://forum.minetest.net/viewtopic.php?f=4&t=19043
### Full License Conditions ### Full License Conditions

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@ -4,7 +4,6 @@ if not minetest.get_modpath("fire") then return end
climate_api.register_abm({ climate_api.register_abm({
label = "extinguish fire at high humidity", label = "extinguish fire at high humidity",
nodenames = { "fire:basic_flame" }, nodenames = { "fire:basic_flame" },
neighbors = { "air" },
interval = 10, interval = 10,
chance = 2, chance = 2,
catch_up = false, catch_up = false,
@ -12,11 +11,9 @@ climate_api.register_abm({
conditions = { conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_humidity = 50, min_humidity = 55,
min_biome_humidity = 26,
max_heat = 85, max_heat = 85,
daylight = 15, daylight = 15
indoors = false
}, },
action = function (pos, node, env) action = function (pos, node, env)

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@ -5,22 +5,12 @@ then return end
local BLOCK_NAME = "regional_weather:ice" local BLOCK_NAME = "regional_weather:ice"
local S = regional_weather.i18n
minetest.register_node(BLOCK_NAME, { minetest.register_node(BLOCK_NAME, {
description = S("Thin Ice"),
tiles = {"(default_ice.png^[colorize:#ffffff:50)^[opacity:200"}, tiles = {"(default_ice.png^[colorize:#ffffff:50)^[opacity:200"},
paramtype = "light", paramtype = "light",
groups = { groups = {cracky = 3, cools_lava = 1, slippery = 3, dig_immediate = 2},
cracky = 3,
cools_lava = 1,
slippery = 3,
dig_immediate = 2,
melts = 1
},
freezemelt = "default:river_water_source",
sounds = default.node_sound_glass_defaults(), sounds = default.node_sound_glass_defaults(),
use_texture_alpha = "blend", use_texture_alpha = true,
drop = "", drop = "",
on_destruct = function(pos) on_destruct = function(pos)
-- asynchronous to avoid destruction loop -- asynchronous to avoid destruction loop
@ -35,16 +25,15 @@ climate_api.register_abm({
label = "freeze river water", label = "freeze river water",
nodenames = { "default:river_water_source" }, nodenames = { "default:river_water_source" },
neighbors = { "air" }, neighbors = { "air" },
interval = 25, interval = 10,
chance = 3, chance = 2,
catch_up = false, catch_up = false,
conditions = { conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
max_heat = 35, max_heat = 25,
daylight = 15, daylight = 15
indoors = false
}, },
action = function (pos, node, env) action = function (pos, node, env)
@ -55,16 +44,16 @@ climate_api.register_abm({
climate_api.register_abm({ climate_api.register_abm({
label = "unfreeze river water", label = "unfreeze river water",
nodenames = { BLOCK_NAME }, nodenames = { BLOCK_NAME },
interval = 25, neighbors = { "air" },
interval = 15,
chance = 4, chance = 4,
catch_up = true, catch_up = true,
conditions = { conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_heat = 35, min_heat = 40,
daylight = 15, daylight = 15
indoors = false
}, },
action = function (pos, node, env) action = function (pos, node, env)

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@ -1,29 +0,0 @@
if not regional_weather.settings.pedology
or not minetest.get_modpath("pedology")
then return end
climate_api.register_abm({
label = "wetten or dry pedology nodes",
nodenames = { "group:sucky" },
neighbors = { "air" },
interval = 25,
chance = 30,
catch_up = false,
conditions = {
min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height,
min_heat = 25,
daylight = 15,
indoors = false,
},
action = function (pos, node, env)
local wetness = minetest.get_item_group(node.name, "wet") or 0
if wetness < 2 and env.humidity > 50 then
pedology.wetten(pos)
elseif wetness > 0 and wetness < 3 and env.humidity < 40 then
pedology.dry(pos)
end
end
})

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@ -1,130 +1,96 @@
local BLOCK_PREFIX = "regional_weather:puddle_" local BLOCK_PREFIX = "regional_weather:puddle_"
local VARIANT_COUNT = 39 local VARIANT_COUNT = 30
local CHECK_DISTANCE = 4 local MIN_DISTANCE = 2
local MAX_AMOUNT = 3
local GROUND_COVERS = {
"group:soil",
"group:stone",
"group:sand",
"group:wood",
"default:permafrost",
"default:permafrost_with_moss",
"default:permafrost_with_stones"
}
local S = regional_weather.i18n
-- clean up puddles if disabled
if not regional_weather.settings.puddles then if not regional_weather.settings.puddles then
-- set all puddle nodes to air for i=1,VARIANT_COUNT do
minetest.register_alias("regional_weather:puddle", "air") for r=0,270,90 do
for i = 1, VARIANT_COUNT do minetest.register_alias(BLOCK_PREFIX .. i .. "_" .. r, "air")
for flip = 0, 1 do
local name = BLOCK_PREFIX .. i
if flip == 1 then
name = name .. "_flipped"
end
minetest.register_alias(name, "air")
end end
end end
-- return air instead of a puddle
function regional_weather.get_random_puddle()
return { name = "air" }
end
-- end puddle execution
return return
end end
local node_box = { local node_box = {
type = "fixed", type = "fixed",
fixed = { -0.5, -0.5, -0.5, 0.5, -0.49, 0.5 } fixed = {-0.5, -0.5, -0.5, 0.5, -0.49, 0.5}
} }
local apply_water_group for i = 1,VARIANT_COUNT do
if regional_weather.settings.puddles_water then for rotation = 0,270,90 do
apply_water_group = 1 for flip = 0,1 do
end local name = BLOCK_PREFIX .. i .. "_" .. rotation
local texture = "weather_puddle." .. i .. ".png^[opacity:128"
for i = 1, VARIANT_COUNT do if flip == 1 or rotation > 0 then
for flip = 0, 1 do texture = texture .. "^[transform"
local name = BLOCK_PREFIX .. i end
local index = i if flip == 1 then
if i < 10 then index = "0" .. i end name = name .. "_flipped"
local texture = "weather_puddle_" .. index .. ".png^[opacity:24" texture = texture .. "FX"
if flip == 1 then end
name = name .. "_flipped" if rotation > 0 then
texture = texture .. "^[transformFX" texture = texture .. "R" .. rotation
end
minetest.register_node(name, {
tiles = { texture },
drawtype = "nodebox",
pointable = false,
buildable_to = true,
floodable = true,
walkable = false,
sunlight_propagates = true,
paramtype = "light",
use_texture_alpha = true,
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
flora = 1,
water = 1,
regional_weather_puddle = 1
},
drop = "",
sounds = {
footstep = {
name = "weather_puddle",
gain = 0.8
}
}
})
end end
minetest.register_node(name, {
description = S("Puddle"),
tiles = { texture },
drawtype = "nodebox",
pointable = false,
buildable_to = true,
floodable = true,
walkable = false,
sunlight_propagates = true,
paramtype = "light",
paramtype2 = "facedir",
use_texture_alpha = "blend",
node_box = node_box,
groups = {
not_in_creative_inventory = 1,
crumbly = 3,
attached_node = 1,
slippery = 1,
flora = 1,
water = apply_water_group,
weather_puddle = 1
},
drop = ""
})
end end
end end
minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14") minetest.register_alias("regional_weather:puddle", BLOCK_PREFIX .. "14_0")
function regional_weather.get_random_puddle() local function get_random_puddle()
local index = math.random(1, VARIANT_COUNT) local index = math.random(1, VARIANT_COUNT)
local rotation = math.random(0, 3) * 90 local rotation = math.random(0, 3) * 90
local flip = math.random(0, 1) local flip = math.random(0, 1)
local name = BLOCK_PREFIX .. index local name = BLOCK_PREFIX .. index .. "_" .. rotation
if flip == 1 then if flip == 1 then
name = name .. "_flipped" name = name .. "_flipped"
end end
local param2 = minetest.dir_to_facedir(minetest.yaw_to_dir(rotation)) return name
return { name = name, param2 = param2 }
end end
-- Makes Puddles when raining -- Makes Puddles when raining
climate_api.register_abm({ climate_api.register_abm({
label = "create rain puddles", label = "create rain puddles",
nodenames = GROUND_COVERS, nodenames = { "group:soil", "group:stone" },
neighbors = { "air" }, neighbors = { "air" },
interval = 8, interval = 10,
chance = 150, chance = 50,
catch_up = false, catch_up = false,
conditions = { conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_heat = 35, min_humidity = 55,
min_humidity = 50, min_heat = 30,
min_biome_humidity = 26, daylight = 15
daylight = 15,
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean",
"tundra"
}
}, },
pos_override = function(pos) pos_override = function(pos)
@ -132,28 +98,26 @@ climate_api.register_abm({
end, end,
action = function (pos, node, env) action = function (pos, node, env)
-- only override air nodes
if minetest.get_node(pos).name ~= "air" then return end if minetest.get_node(pos).name ~= "air" then return end
-- do not place puddle if area is not fully loaded if minetest.find_node_near(pos, MIN_DISTANCE, "group:regional_weather_puddle") then return end
if minetest.find_node_near(pos, CHECK_DISTANCE, "ignore") then return end local puddle_name = get_random_puddle()
-- do not place puddle if already enpugh puddles minetest.set_node(pos, {name = puddle_name})
local pos1 = vector.add(pos, { x = -CHECK_DISTANCE, y = -1, z = -CHECK_DISTANCE })
local pos2 = vector.add(pos, { x = CHECK_DISTANCE, y = 1, z = CHECK_DISTANCE })
local preplaced = minetest.find_nodes_in_area(pos1, pos2, "group:weather_puddle")
if preplaced ~= nil and #preplaced >= MAX_AMOUNT then return end
minetest.set_node(pos, regional_weather.get_random_puddle())
end end
}) })
-- Makes puddles dry up when not raining -- Makes puddles dry up when not raining
climate_api.register_abm({ climate_api.register_abm({
label = "remove rain puddles", label = "remove rain puddles",
nodenames = { "group:weather_puddle" }, nodenames = { "group:regional_weather_puddle" },
interval = 25, interval = 5,
chance = 30, chance = 5,
catch_up = true, catch_up = true,
action = function (pos, node, env) action = function (pos, node, env)
minetest.remove_node(pos) if env.humidity < 55 then
minetest.remove_node(pos)
elseif env.heat < 30 and regional_weather.settings.snow_cover then
minetest.set_node(pos, {name = "regional_weather:snow_cover_1"})
end
end end
}) })

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@ -1,8 +1,4 @@
local BLOCK_PREFIX = "regional_weather:snow_cover_" local BLOCK_PREFIX = "regional_weather:snow_cover_"
local CHECK_DISTANCE = 5
local MAX_AMOUNT = 20
local S = regional_weather.i18n
if not minetest.get_modpath("default") if not minetest.get_modpath("default")
or default.node_sound_snow_defaults == nil or default.node_sound_snow_defaults == nil
@ -27,7 +23,6 @@ for i = 1,5 do
} }
minetest.register_node(BLOCK_PREFIX .. i, { minetest.register_node(BLOCK_PREFIX .. i, {
description = S("Snow Cover"),
tiles = { "default_snow.png" }, tiles = { "default_snow.png" },
drawtype = "nodebox", drawtype = "nodebox",
buildable_to = i < 3, buildable_to = i < 3,
@ -40,7 +35,7 @@ for i = 1,5 do
crumbly = 3, crumbly = 3,
falling_node = 1, falling_node = 1,
snowy = 1, snowy = 1,
weather_snow_cover = i regional_weather_snow_cover = i
}, },
sounds = default.node_sound_snow_defaults(), sounds = default.node_sound_snow_defaults(),
drop = "default:snow " .. math.ceil(i / 2), drop = "default:snow " .. math.ceil(i / 2),
@ -65,26 +60,16 @@ climate_api.register_abm({
"group:coverable_by_snow" "group:coverable_by_snow"
}, },
neighbors = { "air" }, neighbors = { "air" },
interval = 25, interval = 15,
chance = 80, chance = 30,
catch_up = false, catch_up = false,
conditions = { conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
max_heat = 35, min_humidity = 55,
min_humidity = 50, max_heat = 30,
min_biome_humidity = 26, daylight = 15
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
},
daylight = 15,
indoors = false
}, },
pos_override = function(pos) pos_override = function(pos)
@ -92,88 +77,65 @@ climate_api.register_abm({
end, end,
action = function (pos, node, env) action = function (pos, node, env)
-- only override air nodes if minetest.get_node(pos).name ~= "air" then return end
if node.name ~= "air" then return end local base = minetest.get_node(vector.add(pos, {x=0, y=-1, z=0})).name
-- do not place snow if area is not fully loaded local is_soil = minetest.get_item_group(base, "soil") or 0
if minetest.find_node_near(pos, CHECK_DISTANCE, "ignore") then return end local is_stone = minetest.get_item_group(base, "stone") or 0
-- do not place snow if already enpugh snow if not (is_soil == 0 and is_stone == 0) then
local pos1 = vector.add(pos, { x = -CHECK_DISTANCE, y = -1, z = -CHECK_DISTANCE }) minetest.set_node(pos, { name = BLOCK_PREFIX .. "1" })
local pos2 = vector.add(pos, { x = CHECK_DISTANCE, y = 1, z = CHECK_DISTANCE }) end
local preplaced = minetest.find_nodes_in_area(pos1, pos2, "group:weather_snow_cover")
if preplaced ~= nil and #preplaced >= MAX_AMOUNT then return end
minetest.set_node(pos, { name = BLOCK_PREFIX .. "1" })
end end
}) })
if regional_weather.settings.snow_griefing then climate_api.register_abm({
climate_api.register_abm({ label = "replace flora with snow covers and stack covers higher",
label = "replace flora with snow covers and stack covers higher", nodenames = {
nodenames = { "group:flora",
"group:flora", "group:grass",
"group:grass", "group:plant",
"group:plant", "group:regional_weather_snow_cover"
"group:weather_snow_cover" },
}, interval = 15,
neighbors = { "air" }, chance = 25,
interval = 25, catch_up = false,
chance = 160,
catch_up = false,
conditions = { conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_humidity = 55, min_humidity = 55,
max_heat = 30, max_heat = 30,
not_biome = { daylight = 15
"cold_desert", },
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
},
daylight = 15,
indoors = false
},
action = function (pos, node, env) action = function (pos, node, env)
local value = minetest.get_item_group(node.name, "weather_snow_cover") or 0 local node_name = minetest.get_node(pos).name
if value == 0 then local value = minetest.get_item_group(node_name, "regional_weather_snow_cover")
-- do not override plants unless marked as buildable_to if value == nil then value = 0 end
local def = minetest.registered_nodes[node.name] if value < 5 then
if def == nil or not def.buildable_to then return end minetest.set_node(pos, { name = BLOCK_PREFIX .. (value + 1) })
-- do not override plants of the frost_resistance group
local resistance = minetest.get_item_group(node.name, "frost_resistance") or 0
if resistance > 0 then return end
end
-- do not place snow if area is not fully loaded
if minetest.find_node_near(pos, CHECK_DISTANCE, "ignore") then return end
-- do not place snow if already enpugh snow
local pos1 = vector.add(pos, { x = -CHECK_DISTANCE, y = -1, z = -CHECK_DISTANCE })
local pos2 = vector.add(pos, { x = CHECK_DISTANCE, y = 1, z = CHECK_DISTANCE })
local preplaced = minetest.find_nodes_in_area(pos1, pos2, "group:weather_snow_cover")
if preplaced ~= nil and #preplaced >= MAX_AMOUNT then return end
if value < 5 then
minetest.set_node(pos, { name = BLOCK_PREFIX .. (value + 1) })
end
end end
}) end
end })
climate_api.register_abm({ climate_api.register_abm({
label = "melt snow covers", label = "melt snow covers",
nodenames = { "group:weather_snow_cover" }, nodenames = { "group:regional_weather_snow_cover" },
interval = 25, interval = 15,
chance = 85, chance = 10,
catch_up = true, catch_up = true,
conditions = {
min_heat = 30
},
action = function (pos, node, env) action = function (pos, node, env)
local value = minetest.get_item_group(node.name, "weather_snow_cover") local node_name = minetest.get_node(pos).name
local value = minetest.get_item_group(node_name, "regional_weather_snow_cover")
if value == nil then value = 0 end if value == nil then value = 0 end
if value > 1 then if value > 1 then
minetest.set_node(pos, { name = BLOCK_PREFIX .. (value - 1) }) minetest.set_node(pos, { name = BLOCK_PREFIX .. (value - 1) })
elseif regional_weather.settings.puddles then elseif regional_weather.settings.puddles then
minetest.set_node(pos, regional_weather.get_random_puddle()) minetest.set_node(pos, { name = "regional_weather:puddle" })
else else
minetest.set_node(pos, { name = "air" }) minetest.set_node(pos, { name = "air" })
end end

View file

@ -12,10 +12,9 @@ if farming ~= nil and farming.mod == "redo" then
conditions = { conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_humidity = 50, min_humidity = 55,
min_heat = 35, min_heat = 30,
daylight = 15, min_light = 15
indoors = false
}, },
action = function (pos, node, env) action = function (pos, node, env)
@ -34,10 +33,9 @@ else
conditions = { conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_humidity = 50, min_humidity = 55,
min_heat = 35, min_heat = 30,
daylight = 15, min_light = 15
indoors = false
}, },
action = function (pos, node, env) action = function (pos, node, env)

22
ca_effects/damage.lua Normal file
View file

@ -0,0 +1,22 @@
if not minetest.is_yes(minetest.settings:get_bool("enable_damage"))
or not regional_weather.settings.damage then return end
local EFFECT_NAME = "regional_weather:damage"
local rng = PcgRandom(7819792)
local function handle_effect(player_data)
for playername, data in pairs(player_data) do
local player = minetest.get_player_by_name(playername)
local hp = player:get_hp()
for weather, dmg in pairs(data) do
if rng:next(1, dmg.chance) == 1 then
hp = hp - dmg.value
end
end
player:set_hp(hp, "weather damage")
end
end
climate_api.register_effect(EFFECT_NAME, handle_effect, "tick")
climate_api.set_effect_cycle(EFFECT_NAME, climate_api.MEDIUM_CYCLE)

View file

@ -1,15 +1,8 @@
--[[
# Lightning Effect
Use this effect to cause lightning strikes.
Requires lightning mod in order to function. Uses default lightning configuration.
Expects an integer indicating a chance (between 0 and 1) for lightning to strike (per cycle and player).
]]
if not minetest.get_modpath("lightning") then return end if not minetest.get_modpath("lightning") then return end
if regional_weather.settings.lightning == 0 then return end
local EFFECT_NAME = "regional_weather:lightning" local EFFECT_NAME = "regional_weather:lightning"
local LIGHTNING_CHANCE = 20
lightning.auto = false lightning.auto = false
local rng = PcgRandom(82492402425) local rng = PcgRandom(82492402425)
@ -39,15 +32,8 @@ end
local function handle_effect(player_data) local function handle_effect(player_data)
for playername, data in pairs(player_data) do for playername, data in pairs(player_data) do
local chance = 0 local random = rng:next(1, LIGHTNING_CHANCE)
for weather, value in pairs(data) do if random == 1 then
if type(value) ~= "number" then
value = 1/20
end
chance = chance + value - (chance * value)
end
local random = math.random()
if random <= chance * regional_weather.settings.lightning then
local player = minetest.get_player_by_name(playername) local player = minetest.get_player_by_name(playername)
local ppos = player:get_pos() local ppos = player:get_pos()
local position = choose_pos(ppos) local position = choose_pos(ppos)

View file

@ -1,11 +1,3 @@
--[[
# Player Speed Effect
Use this effect to modify a player's movement speed.
Expects a numeric value that will be multiplied with the current speed physics.
]]
if not regional_weather.settings.player_speed then return end
local EFFECT_NAME = "regional_weather:speed_buff" local EFFECT_NAME = "regional_weather:speed_buff"
local function handle_effect(player_data) local function handle_effect(player_data)
@ -15,14 +7,14 @@ local function handle_effect(player_data)
for weather, value in pairs(data) do for weather, value in pairs(data) do
product = product * value product = product * value
end end
climate_api.player_physics.add(EFFECT_NAME, player, "speed", product) climate_api.utility.add_physics(EFFECT_NAME, player, "speed", product)
end end
end end
local function remove_effect(player_data) local function remove_effect(player_data)
for playername, data in ipairs(player_data) do for playername, data in ipairs(player_data) do
local player = minetest.get_player_by_name(playername) local player = minetest.get_player_by_name(playername)
climate_api.player_physics.remove(EFFECT_NAME, player, "speed") climate_api.utility.remove_physics(EFFECT_NAME, player, "speed")
end end
end end

View file

@ -1,62 +1,19 @@
local name = "regional_weather:ambient" local name = "regional_weather:ambient"
local CLOUD_SPEED = 1.8
local conditions = {} local conditions = {}
-- see https://en.wikipedia.org/wiki/Cloud_base
local function calc_cloud_height(heat, humidity, dewpoint)
local base = regional_weather.settings.cloud_height
-- much lower scale like 20 instead of 1000 fitting for Minetest
local scale = regional_weather.settings.cloud_scale
local spread = heat - dewpoint
local variation = spread / 4.4 * scale * 0.3
return base + climate_api.utility.rangelim(variation, -scale, scale)
end
-- maps range of 0 to 1 to any other range
local function map_range(val, low, high)
return val * (high - low) + low
end
local function generate_effects(params) local function generate_effects(params)
local override = {} local override = {}
local wind = climate_api.environment.get_wind()
local cloud_density = climate_api.utility.rangelim(params.humidity / 100, 0.15, 0.65)
local cloud_thickness = climate_api.utility.rangelim(params.biome_humidity * 0.2, 1, 18)
local cloud_height = calc_cloud_height(params.heat, params.humidity, params.dewpoint)
local wind = climate_api.environment.get_wind({ x = 0, y = cloud_height, z = 0 })
-- diffuse shadows when cloudy
-- cloud_shadows at zero at cloud density 0.65 and one at 0.15
local cloud_shadows = 1 - ((cloud_density - 0.15) / (0.65 - 0.15))
-- diffuse shadows at dawn / dusk
-- 15 hours between dawn and dusk accoring to https://wiki.minetest.net/Time_of_day
local daylight_duration = 15 / 24
local daytime = climate_api.utility.rangelim(minetest.get_timeofday(), 0.1875, 0.8125)
-- zero at dawn / dusk and one at midday
local daytime_shadows = 1 - (math.abs(0.5 - daytime) * 2 / daylight_duration)
local shadow_intensity = map_range((cloud_shadows + daytime_shadows) / 2, 0.5, 2)
local light_saturation = map_range((cloud_shadows + daytime_shadows) / 2, 0.75, 1.25)
local skybox = {priority = 10} local skybox = {priority = 10}
skybox.cloud_data = { skybox.cloud_data = {
density = cloud_density, density = climate_api.utility.rangelim(params.humidity / 100, 0.25, 0.75),
speed = wind, speed = vector.multiply(wind, CLOUD_SPEED),
thickness = cloud_thickness, thickness = climate_api.utility.rangelim(params.base_humidity * 0.2, 1, 18)
height = cloud_height,
ambient = "#0f0f1050"
} }
skybox.light_data = {
shadow_intensity = shadow_intensity,
saturation = light_saturation
}
if params.height > -100 and params.humidity > 40 then
skybox.cloud_data.color = "#b2a4a4b0"
end
if params.height > -100 and params.humidity > 65 then if params.height > -100 and params.humidity > 65 then
skybox.sky_data = { skybox.sky_data = {
type = "regular", type = "regular",
@ -70,25 +27,20 @@ local function generate_effects(params)
night_horizon = "#315d9b" night_horizon = "#315d9b"
} }
} }
skybox.cloud_data.color = "#828e97b5"
skybox.cloud_data.ambient = "#20212250"
end end
override["climate_api:skybox"] = skybox override["climate_api:skybox"] = skybox
if params.height > - 50 and not params.indoors then local movement = params.player:get_player_velocity()
local movement = params.player:get_velocity() local movement_direction
local movement_direction if (vector.length(movement) < 0.1) then
if (vector.length(movement) < 0.1) then movement_direction = vector.new(0, 0, 0)
movement_direction = vector.new(0, 0, 0) else
else movement_direction = vector.normalize(movement)
movement_direction = vector.normalize(movement)
end
local vector_product = vector.dot(movement_direction, wind)
local movement_penalty = climate_api.utility.sigmoid(vector_product, 1.5, 0.15, 0.9) + 0.2
override["regional_weather:speed_buff"] = movement_penalty
end end
local vector_product = vector.dot(movement_direction, wind)
local movement_penalty = climate_api.utility.sigmoid(vector_product, 1.6, 0.2, 0.8) + 0.2
override["regional_weather:speed_buff"] = movement_penalty
return override return override
end end

View file

@ -18,10 +18,6 @@ effects["climate_api:skybox"] = {
}, },
moon_data = { visible = false }, moon_data = { visible = false },
star_data = { visible = false }, star_data = { visible = false },
light_data = {
shadow_intensity = 0,
saturation = 1
},
priority = 100 priority = 100
} }

View file

@ -3,35 +3,17 @@ local name = "regional_weather:fog"
local conditions = { local conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_humidity = 25, min_humidity = 40,
max_humidity = 50, max_humidity = 50,
max_windspeed = 2, max_windspeed = 2,
max_heat = 50, min_heat = 40,
min_time = 4 / 24, max_heat = 50
max_time = 8 / 24,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean",
"tundra"
}
} }
local effects = {} local effects = {}
effects["climate_api:hud_overlay"] = {
file = "weather_hud_fog.png^[opacity:100",
z_index = -200,
color_correction = true
}
effects["climate_api:skybox"] = { effects["climate_api:skybox"] = {
sky_data = { sky_data = {
type = "plain",
base_color = "#c0c0c08f",
clouds = true clouds = true
}, },
cloud_data = { cloud_data = {
@ -40,10 +22,6 @@ effects["climate_api:skybox"] = {
thickness = 40, thickness = 40,
speed = {x=0,y=0,z=0} speed = {x=0,y=0,z=0}
}, },
light_data = {
shadow_intensity = 0.1,
saturation = 0.5
},
priority = 50 priority = 50
} }

32
ca_weathers/fog_heavy.lua Normal file
View file

@ -0,0 +1,32 @@
local name = "regional_weather:fog_heavy"
local conditions = {
min_height = regional_weather.settings.min_height * 0.9,
max_height = regional_weather.settings.max_height * 0.9,
min_humidity = 43,
max_humidity = 47,
max_windspeed = 1.5,
min_heat = 43,
max_heat = 47
}
local effects = {}
effects["climate_api:hud_overlay"] = {
file = "weather_hud_fog.png^[opacity:100",
z_index = -200,
color_correction = true
}
effects["climate_api:skybox"] = {
sky_data = {
type = "plain",
base_color = "#c0c0c08f"
},
cloud_data = {
color = "#ffffffc0",
},
priority = 51
}
climate_api.register_weather(name, conditions, effects)

View file

@ -1,34 +1,19 @@
local name = "regional_weather:hail" local name = "regional_weather:hail"
local conditions = { local conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_heat = 30, max_heat = 45,
max_heat = 45, min_humidity = 65,
min_humidity = 65, min_windspeed = 2.5,
min_biome_humidity = 26, daylight = 15
min_windspeed = 2.5,
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
}
} }
local effects = {} local effects = {}
effects["climate_api:damage"] = { effects["regional_weather:damage"] = {
rarity = 15, chance = 15,
value = 3, value = 3
check = {
type = "raycast",
height = 7,
velocity = 20
}
} }
effects["climate_api:sound"] = { effects["climate_api:sound"] = {
@ -36,21 +21,18 @@ effects["climate_api:sound"] = {
gain = 1 gain = 1
} }
effects["regional_weather:lightning"] = 1 / 30
local textures = {}
for i = 1,5 do
textures[i] = "weather_hail" .. i .. ".png"
end
effects["climate_api:particles"] = { effects["climate_api:particles"] = {
boxsize = { x = 18, y = 0, z = 18 }, min_pos = {x=-9, y=7, z=-9},
v_offset = 7, max_pos = {x= 9, y=7, z= 9},
velocity = 20, falling_speed=20,
amount = 6, amount=6,
expirationtime = 0.7, exptime=0.7,
texture = textures, size=1,
glow = 5 textures = {}
} }
for i = 1,5,1 do
effects["climate_api:particles"].textures[i] = "weather_hail" .. i .. ".png"
end
climate_api.register_weather(name, conditions, effects) climate_api.register_weather(name, conditions, effects)

View file

@ -7,7 +7,7 @@ local conditions = {
min_humidity = 30, min_humidity = 30,
max_humidity = 40, max_humidity = 40,
max_windspeed = 2, max_windspeed = 2,
indoors = false, daylight = 15,
has_biome = { has_biome = {
"default", "default",
"deciduous_forest", "deciduous_forest",
@ -34,15 +34,14 @@ local conditions = {
local effects = {} local effects = {}
effects["climate_api:particles"] = { effects["climate_api:particles"] = {
boxsize = { x = 24, y = 0, z = 24 }, min_pos = {x=-12, y=-4, z=-12},
vbox = 5, max_pos = {x= 12, y= 1, z= 12},
v_offset = -1, falling_speed = -0.1,
velocity = -0.1, acceleration = {x=0,y=-0.03,z=0},
acceleration = -0.03, amount = 1,
expirationtime = 5, exptime = 5,
size = 0.8, size = 0.8,
texture = "weather_pollen.png", texture = "weather_pollen.png"
glow = 2
} }
climate_api.register_weather(name, conditions, effects) climate_api.register_weather(name, conditions, effects)

View file

@ -1,22 +1,12 @@
local name = "regional_weather:rain" local name = "regional_weather:rain"
local conditions = { local conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_heat = 35, min_heat = 30,
min_humidity = 50, min_humidity = 50,
max_humidity = 65, max_humidity = 65,
min_biome_humidity = 26, daylight = 15
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean",
"tundra"
}
} }
local effects = {} local effects = {}
@ -27,15 +17,28 @@ effects["climate_api:sound"] = {
} }
effects["climate_api:particles"] = { effects["climate_api:particles"] = {
boxsize = { x = 18, y = 2, z = 18 }, min_pos = {x=-9, y=7, z=-9},
v_offset = 6, max_pos = {x= 9, y=7, z= 9},
expirationtime = 1.6, exptime=0.8,
size = 2, size=2,
amount = 15, texture = "weather_raindrop.png"
velocity = 6,
acceleration = 0.05,
texture = "weather_raindrop.png",
glow = 5
} }
climate_api.register_weather(name, conditions, effects) local function generate_effects(params)
local avg_humidity = 40
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:sound"] = {
gain = math.min(intensity, 1.2)
}
override["climate_api:particles"] = {
amount = 25 * math.min(intensity, 1.5),
falling_speed = 10 / math.min(intensity, 1.3)
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)

View file

@ -1,53 +1,33 @@
local name = "regional_weather:rain_heavy" local name = "regional_weather:rain_heavy"
local conditions = { local conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_heat = 40, min_heat = 40,
min_humidity = 65, min_humidity = 65,
min_biome_humidity = 26, daylight = 15
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean",
"tundra"
}
} }
local effects = {} local effects = {}
effects["climate_api:skybox"] = {
cloud_data = {
color = "#5e676eb5"
},
priority = 11
}
effects["climate_api:sound"] = { effects["climate_api:sound"] = {
name = "weather_rain_heavy", name = "weather_rain_heavy",
gain = 1 gain = 1
} }
effects["regional_weather:lightning"] = 1 / 20
effects["climate_api:particles"] = { effects["climate_api:particles"] = {
boxsize = { x = 18, y = 0, z = 18 }, min_pos = {x=-9, y=7, z=-9},
v_offset = 7, max_pos = {x= 9, y=7, z= 9},
velocity = 7, falling_speed=7,
amount = 17, amount=17,
expirationtime = 1.2, exptime=0.8,
minsize = 25, min_size=25,
maxsize = 35, max_size=35,
texture = { textures={
"weather_rain.png", "weather_rain.png",
"weather_rain.png", "weather_rain.png",
"weather_rain_medium.png" "weather_rain_medium.png"
}, }
glow = 5
} }
climate_api.register_weather(name, conditions, effects) climate_api.register_weather(name, conditions, effects)

View file

@ -3,11 +3,16 @@ local name = "regional_weather:sandstorm"
local conditions = { local conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_windspeed = 3, min_heat = 50,
max_humidity = 25,
min_windspeed = 4.5,
has_biome = { has_biome = {
"cold_desert", "cold_desert",
"cold_desert_ocean",
"desert", "desert",
"sandstone_desert" "desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
} }
} }
@ -19,28 +24,22 @@ effects["climate_api:hud_overlay"] = {
color_correction = true color_correction = true
} }
effects["climate_api:damage"] = { effects["regional_weather:damage"] = {
rarity = 3, chance = 3,
value = 1, value = 1
check = {
type = "raycast",
height = 0,
velocity = 0.3
}
} }
effects["climate_api:particles"] = { effects["climate_api:particles"] = {
boxsize = { x = 8, y = 4.5, z = 8 }, min_pos = {x=-5, y=-4, z=-5},
velocity = 0.6, max_pos = {x= 5, y= 4.5, z= 5},
acceleration = -0.2, falling_speed=1.2,
amount = 12, acceleration={x=0,y=0.8,z=0},
expirationtime = 0.7, amount=40,
size = 25, exptime=1.8,
texture = { size=20,
textures={
"weather_sandstorm.png", "weather_sandstorm.png",
"weather_sandstorm.png^[transformFY", "weather_sandstorm.png^[transformR180"
"weather_sandstorm.png^[transformR180",
"weather_sandstorm.png^[transformFYR180"
} }
} }

View file

@ -3,37 +3,37 @@ local name = "regional_weather:snow"
local conditions = { local conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
max_heat = 35, max_heat = 40,
min_humidity = 50, min_humidity = 50,
max_humidity = 65, max_humidity = 65,
min_biome_humidity = 26, daylight = 15
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
}
} }
local effects = {} local effects = {}
local textures = {}
for i = 1,12,1 do
textures[i] = "weather_snowflake" .. i .. ".png"
end
effects["climate_api:particles"] = { effects["climate_api:particles"] = {
boxsize = { x = 24, y = 6, z = 24 }, min_pos = {x=-20, y= 3, z=-20},
v_offset = 2, max_pos = {x= 20, y=12, z= 20},
amount = 4, exptime=8,
expirationtime = 7, size=1,
velocity = 0.85, textures = {}
acceleration = -0.06,
texture = textures,
glow = 6
} }
climate_api.register_weather(name, conditions, effects) for i = 1,12,1 do
effects["climate_api:particles"].textures[i] = "weather_snowflake" .. i .. ".png"
end
local function generate_effects(params)
local avg_humidity = 40
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:particles"] = {
amount = 50 * math.min(intensity, 1.5),
falling_speed = 1 / math.min(intensity, 1.3)
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)

View file

@ -3,29 +3,13 @@ local name = "regional_weather:snow_heavy"
local conditions = { local conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
max_heat = 30, max_heat = 30,
min_humidity = 65, min_humidity = 65,
min_biome_humidity = 26, daylight = 15
indoors = false,
not_biome = {
"cold_desert",
"cold_desert_ocean",
"desert",
"desert_ocean",
"sandstone_desert",
"sandstone_desert_ocean"
}
} }
local effects = {} local effects = {}
effects["climate_api:skybox"] = {
cloud_data = {
color = "#5e676eb5"
},
priority = 11
}
effects["climate_api:hud_overlay"] = { effects["climate_api:hud_overlay"] = {
file = "weather_hud_frost.png", file = "weather_hud_frost.png",
z_index = -100, z_index = -100,
@ -33,14 +17,24 @@ effects["climate_api:hud_overlay"] = {
} }
effects["climate_api:particles"] = { effects["climate_api:particles"] = {
boxsize = { x = 14, y = 3, z = 14 }, min_pos = {x=-8, y=3, z=-8},
v_offset = 3, max_pos = {x= 8, y=6, z= 8},
expirationtime = 7.5, exptime=6,
size = 15, size=10,
amount = 6, texture="weather_snow.png"
velocity = 0.75,
texture = "weather_snow.png",
glow = 6
} }
climate_api.register_weather(name, conditions, effects) local function generate_effects(params)
local avg_humidity = 55
local intensity = params.humidity / avg_humidity
local override = {}
override["climate_api:particles"] = {
amount = 16 * math.min(intensity, 1.5),
falling_speed = 1 / math.min(intensity, 1.3)
}
return climate_api.utility.merge_tables(effects, override)
end
climate_api.register_weather(name, conditions, generate_effects)

View file

@ -4,7 +4,7 @@ local conditions = {
min_height = regional_weather.settings.min_height, min_height = regional_weather.settings.min_height,
max_height = regional_weather.settings.max_height, max_height = regional_weather.settings.max_height,
min_windspeed = 3, min_windspeed = 3,
indoors = false, daylight = 15
} }
local effects = {} local effects = {}
@ -19,7 +19,7 @@ local function generate_effects(params)
local override = {} local override = {}
override["climate_api:sound"] = { override["climate_api:sound"] = {
gain = math.min(intensity, 1) gain = math.min(intensity, 1.2)
} }
return climate_api.utility.merge_tables(effects, override) return climate_api.utility.merge_tables(effects, override)

View file

@ -1,46 +1,41 @@
local modname = minetest.get_current_modname() local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname) local modpath = minetest.get_modpath(modname)
local function get_setting_bool(name, default, is_global) local function get_setting_bool(name, default)
local prefix = "" local value = minetest.settings:get_bool("regional_weather_" .. name)
if not is_global then prefix = "regional_weather_" end
local value = minetest.settings:get_bool(prefix .. name)
if type(value) == "nil" then value = default end if type(value) == "nil" then value = default end
return minetest.is_yes(value) return minetest.is_yes(value)
end end
local function get_setting_number(name, default, is_global) local function get_setting_number(name, default)
local prefix = "" local value = minetest.settings:get("regional_weather_" .. name)
if not is_global then prefix = "regional_weather_" end
local value = minetest.settings:get(prefix .. name)
if type(value) == "nil" then value = default end if type(value) == "nil" then value = default end
return tonumber(value) return tonumber(value)
end end
regional_weather = {} regional_weather = {}
regional_weather.settings = {} regional_weather.settings = {}
regional_weather.settings.player_speed = get_setting_bool("player_speed", false) regional_weather.settings.damage = get_setting_bool("damage", true)
regional_weather.settings.snow = get_setting_bool("snow_layers", true) regional_weather.settings.snow = get_setting_bool("snow_layers", true)
regional_weather.settings.snow_griefing = get_setting_bool("snow_griefing", true) regional_weather.settings.puddles = get_setting_bool("puddles", true)
regional_weather.settings.puddles = get_setting_bool("puddles", true) regional_weather.settings.soil = get_setting_bool("soil", true)
regional_weather.settings.puddles_water = get_setting_bool("puddles_water", false) regional_weather.settings.fire = get_setting_bool("fire", true)
regional_weather.settings.soil = get_setting_bool("soil", true) regional_weather.settings.ice = get_setting_bool("ice", true)
regional_weather.settings.fire = get_setting_bool("fire", true) regional_weather.settings.max_height = get_setting_number("max_height", 120)
regional_weather.settings.ice = get_setting_bool("ice", true) regional_weather.settings.min_height = get_setting_number("min_height", -50)
regional_weather.settings.pedology = get_setting_bool("pedology", true)
regional_weather.settings.lightning = get_setting_number("lightning", 1)
regional_weather.settings.max_height = get_setting_number("max_height", 120)
regional_weather.settings.min_height = get_setting_number("min_height", -50)
regional_weather.settings.cloud_height = get_setting_number("cloud_height", 120)
regional_weather.settings.cloud_scale = get_setting_number("cloud_scale", 40)
local S = minetest.get_translator("regional_weather") -- warn about clouds being overriden by MTG weather
regional_weather.i18n = S if climate_mod.settings.skybox
and minetest.get_modpath("weather")
and get_setting_bool("enable_weather", true) then
minetest.log("warning", "[Regional Weather] Disable MTG weather for the best experience")
end
-- import individual weather types -- import individual weather types
dofile(modpath.."/ca_weathers/ambient.lua") dofile(modpath.."/ca_weathers/ambient.lua")
dofile(modpath.."/ca_weathers/deep_cave.lua") dofile(modpath.."/ca_weathers/deep_cave.lua")
dofile(modpath.."/ca_weathers/fog.lua") dofile(modpath.."/ca_weathers/fog.lua")
dofile(modpath.."/ca_weathers/fog_heavy.lua")
dofile(modpath.."/ca_weathers/hail.lua") dofile(modpath.."/ca_weathers/hail.lua")
dofile(modpath.."/ca_weathers/pollen.lua") dofile(modpath.."/ca_weathers/pollen.lua")
dofile(modpath.."/ca_weathers/rain.lua") dofile(modpath.."/ca_weathers/rain.lua")
@ -51,6 +46,7 @@ dofile(modpath.."/ca_weathers/snow_heavy.lua")
dofile(modpath.."/ca_weathers/storm.lua") dofile(modpath.."/ca_weathers/storm.lua")
-- register environment effects -- register environment effects
dofile(modpath.."/ca_effects/damage.lua")
dofile(modpath.."/ca_effects/lightning.lua") dofile(modpath.."/ca_effects/lightning.lua")
dofile(modpath.."/ca_effects/speed_buff.lua") dofile(modpath.."/ca_effects/speed_buff.lua")
@ -59,5 +55,4 @@ dofile(modpath .. "/abms/puddle.lua")
dofile(modpath .. "/abms/snow_cover.lua") dofile(modpath .. "/abms/snow_cover.lua")
dofile(modpath .. "/abms/fire.lua") dofile(modpath .. "/abms/fire.lua")
dofile(modpath .. "/abms/ice.lua") dofile(modpath .. "/abms/ice.lua")
dofile(modpath .. "/abms/pedology.lua")
dofile(modpath .. "/abms/soil.lua") dofile(modpath .. "/abms/soil.lua")

View file

@ -1,4 +0,0 @@
# textdomain:regional_weather
Thin Ice=Dünnes Eis
Puddle=Pfütze
Snow Cover=Schnee

View file

@ -1,4 +0,0 @@
# textdomain:regional_weather
Thin Ice=
Puddle=
Snow Cover=

View file

@ -1,8 +1,9 @@
name = regional_weather name = regional_weather
title = Regional Weather title = Regional Weather
author = TestificateMods author = TestificateMods
release = 1
depends = climate_api depends = climate_api
optional_depends = default, lightning, farming, fire, pedology optional_depends = default, lightning, farming, fire
description = """ description = """
Not every biome is the same and neither should their weather be. Not every biome is the same and neither should their weather be.
Regional Weather controls it's effects with the local climate in mind. Regional Weather controls it's effects with the local climate in mind.

View file

@ -1,14 +1,11 @@
[Features] [Features]
# If set to true, wind will boost or penalize player movements based on direction. # If set to true, sand storms and hail will damage affected players over time.
regional_weather_player_speed (Change movement speed based on wind) bool false regional_weather_damage (Cause player damage) bool true
# If set to true, snow layers will stack up during snowy weather. # If set to true, snow layers will stack up during snowy weather.
regional_weather_snow_layers (Place snow layers) bool true regional_weather_snow_layers (Place snow layers) bool true
# If set to true, snow layers will destroy crops
regional_weather_snow_griefing (Destructive snow layers) bool true
# If set to true, river water sources will freeze at low temperatures and melt when it gets warmer again. # If set to true, river water sources will freeze at low temperatures and melt when it gets warmer again.
# This process does not affect regular ice blocks because it adds its own temporary ones. # This process does not affect regular ice blocks because it adds its own temporary ones.
regional_weather_ice (Freeze river water) bool true regional_weather_ice (Freeze river water) bool true
@ -16,35 +13,19 @@ regional_weather_ice (Freeze river water) bool true
# If set to true, water puddles will form during rain or when snow layers have melted. # If set to true, water puddles will form during rain or when snow layers have melted.
regional_weather_puddles (Place rain puddles) bool true regional_weather_puddles (Place rain puddles) bool true
# If set to true, puddles will be marked as water and hydrate farmland.
# Not compatible with some ambient sound or mob mods
regional_weather_puddles_water (Hydrate farmland near puddles) bool false
# If set to true, rain will cause dry farmland to turn wet. # If set to true, rain will cause dry farmland to turn wet.
regional_weather_soil (Hydrate farmland during rain) bool true regional_weather_soil (Hydrate farmland) bool true
# If set to true, fires will be extinguished during rain showers. # If set to true, fires will be extinguished during rain showers.
regional_weather_fire (Extinguish fire) bool true regional_weather_fire (Extinguish fire) bool true
# If set to true, rain will wetten or dry nodes from pedology mod.
regional_weather_pedology (Wetten pedology nodes) bool true
# Multiplier for lightning strike chances
# Requires lightning mod to be installed
regional_weather_lightning (Lightning chance modifier) float 1 0 20
[World Configuration] [World Configuration]
# No visual effects will be applied below this height.
# This will prevent unwanted visuals within large underground caves.
regional_weather_min_height (Minimum height of weather effects) int -50
# No visual effects will be applied above this height. # No visual effects will be applied above this height.
# This value defaults to normal cloud height (120 nodes above sea level). # This value defaults to normal cloud height (120 nodes above sea level).
regional_weather_max_height (Maximum height of weather effects) int 120 regional_weather_max_height (Maximum height of weather effects) int 120
# Average height of cloud bases # No visual effects will be applied below this height.
regional_weather_cloud_height (Cloud height) int 120 # This will prevent unwanted visuals within large underground caves.
regional_weather_min_height (Minimum height of weather effects) int -50
# Maxmial variation of cloud height from base value
regional_weather_cloud_scale (Cloud height variation) int 40

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