local S = minetest.get_translator("mcl_weather") -- weather states, 'none' is default, other states depends from active mods mcl_weather.state = "none" -- player list for saving player meta info mcl_weather.players = {} -- default weather check interval for global step mcl_weather.check_interval = 5 -- weather min duration mcl_weather.min_duration = 600 -- weather max duration mcl_weather.max_duration = 9000 -- weather calculated end time mcl_weather.end_time = nil -- registered weathers mcl_weather.reg_weathers = {} -- global flag to disable/enable ABM logic. mcl_weather.allow_abm = true mcl_weather.reg_weathers["none"] = { min_duration = mcl_weather.min_duration, max_duration = mcl_weather.max_duration, light_factor = nil, transitions = { [50] = "rain", [100] = "snow", }, clear = function() end, } local storage = minetest.get_mod_storage() -- Save weather into mod storage, so it can be loaded after restarting the server local save_weather = function() storage:set_string("mcl_weather_state", mcl_weather.state) storage:set_int("mcl_weather_end_time", mcl_weather.end_time) minetest.log("verbose", "[mcl_weather] Weather data saved: state="..mcl_weather.state.." end_time="..mcl_weather.end_time) end minetest.register_on_shutdown(save_weather) mcl_weather.get_rand_end_time = function(min_duration, max_duration) local r if min_duration ~= nil and max_duration ~= nil then r = math.random(min_duration, max_duration) else r = math.random(mcl_weather.min_duration, mcl_weather.max_duration) end return minetest.get_gametime() + r end mcl_weather.get_current_light_factor = function() if mcl_weather.state == "none" then return nil else return mcl_weather.reg_weathers[mcl_weather.state].light_factor end end -- Returns true if pos is outdoor. -- Outdoor is defined as any node in the Overworld under open sky. -- FIXME: Nodes below glass also count as “outdoor”, this should not be the case. mcl_weather.is_outdoor = function(pos) local cpos = {x=pos.x, y=pos.y+1, z=pos.z} local dim = mcl_worlds.pos_to_dimension(cpos) if minetest.get_node_light(cpos, 0.5) == 15 and dim == "overworld" then return true end return false end -- checks if player is undewater. This is needed in order to -- turn off weather particles generation. mcl_weather.is_underwater = function(player) local ppos = player:get_pos() local offset = player:get_eye_offset() local player_eye_pos = {x = ppos.x + offset.x, y = ppos.y + offset.y + 1.5, z = ppos.z + offset.z} local node_level = minetest.get_node_level(player_eye_pos) if node_level == 8 or node_level == 7 then return true end return false end -- trying to locate position for particles by player look direction for performance reason. -- it is costly to generate many particles around player so goal is focus mainly on front view. mcl_weather.get_random_pos_by_player_look_dir = function(player) local look_dir = player:get_look_dir() local player_pos = player:get_pos() local random_pos_x = 0 local random_pos_y = 0 local random_pos_z = 0 if look_dir.x > 0 then if look_dir.z > 0 then random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5) random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5) else random_pos_x = math.random() + math.random(player_pos.x - 2.5, player_pos.x + 5) random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5) end else if look_dir.z > 0 then random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5) random_pos_z = math.random() + math.random(player_pos.z - 2.5, player_pos.z + 5) else random_pos_x = math.random() + math.random(player_pos.x - 5, player_pos.x + 2.5) random_pos_z = math.random() + math.random(player_pos.z - 5, player_pos.z + 2.5) end end random_pos_y = math.random() + math.random(player_pos.y + 10, player_pos.y + 15) return random_pos_x, random_pos_y, random_pos_z end local t, wci = 0, mcl_weather.check_interval minetest.register_globalstep(function(dtime) t = t + dtime if t < wci then return end t = 0 if mcl_weather.end_time == nil then mcl_weather.end_time = mcl_weather.get_rand_end_time() end -- recalculate weather if mcl_weather.end_time <= minetest.get_gametime() then local changeWeather = minetest.settings:get_bool("mcl_doWeatherCycle") if changeWeather == nil then changeWeather = true end if changeWeather then mcl_weather.set_random_weather(mcl_weather.state, mcl_weather.reg_weathers[mcl_weather.state]) else mcl_weather.end_time = mcl_weather.get_rand_end_time() end end end) -- Sets random weather (which could be 'none' (no weather)). mcl_weather.set_random_weather = function(weather_name, weather_meta) if weather_meta == nil then return end local transitions = weather_meta.transitions local random_roll = math.random(0,100) local new_weather for v, weather in pairs(transitions) do if random_roll < v then new_weather = weather break end end if new_weather then mcl_weather.change_weather(new_weather) end end -- Change weather to new_weather. -- * explicit_end_time is OPTIONAL. If specified, explicitly set the -- gametime (minetest.get_gametime) in which the weather ends. -- * changer is OPTIONAL, for logging purposes. mcl_weather.change_weather = function(new_weather, explicit_end_time, changer_name) local changer_name = changer_name or debug.getinfo(2).name.."()" if (mcl_weather.reg_weathers ~= nil and mcl_weather.reg_weathers[new_weather] ~= nil) then if (mcl_weather.state ~= nil and mcl_weather.reg_weathers[mcl_weather.state] ~= nil) then mcl_weather.reg_weathers[mcl_weather.state].clear() end local old_weather = mcl_weather.state mcl_weather.state = new_weather if old_weather == "none" then old_weather = "clear" end if new_weather == "none" then new_weather = "clear" end minetest.log("action", "[mcl_weather] " .. changer_name .. " changed the weather from " .. old_weather .. " to " .. new_weather) local weather_meta = mcl_weather.reg_weathers[mcl_weather.state] if explicit_end_time then mcl_weather.end_time = explicit_end_time else mcl_weather.end_time = mcl_weather.get_rand_end_time(weather_meta.min_duration, weather_meta.max_duration) end mcl_weather.skycolor.update_sky_color() save_weather() return true end return false end mcl_weather.get_weather = function() return mcl_weather.state end minetest.register_privilege("weather_manager", { description = S("Gives ability to control weather"), give_to_singleplayer = false }) -- Weather command definition. Set minetest.register_chatcommand("weather", { params = "(clear | rain | snow | thunder) []", description = S("Changes the weather to the specified parameter."), privs = {weather_manager = true}, func = function(name, param) if (param == "") then return false, S("Error: No weather specified.") end local new_weather, end_time local parse1, parse2 = string.match(param, "(%w+) ?(%d*)") if parse1 then if parse1 == "clear" then new_weather = "none" else new_weather = parse1 end else return false, S("Error: Invalid parameters.") end if parse2 then if type(tonumber(parse2)) == "number" then local duration = tonumber(parse2) if duration < 1 then return false, S("Error: Duration can't be less than 1 second.") end end_time = minetest.get_gametime() + duration end end local success = mcl_weather.change_weather(new_weather, end_time, name) if success then return true else return false, S("Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.") end end }) minetest.register_chatcommand("toggledownfall", { params = "", description = S("Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)"), privs = {weather_manager = true}, func = function(name, param) -- Currently rain/thunder/snow: Set weather to clear if mcl_weather.state ~= "none" then return mcl_weather.change_weather("none", nil, name) -- Currently clear: Set weather randomly to rain/thunder/snow else local new = { "rain", "thunder", "snow" } local r = math.random(1, #new) return mcl_weather.change_weather(new[r], nil, name) end end }) -- Configuration setting which allows user to disable ABM for weathers (if they use it). -- Weather mods expected to be use this flag before registering ABM. local weather_allow_abm = minetest.settings:get_bool("weather_allow_abm") if weather_allow_abm ~= nil and weather_allow_abm == false then mcl_weather.allow_abm = false end local load_weather = function() local weather = storage:get_string("mcl_weather_state") if weather and weather ~= "" then mcl_weather.state = weather mcl_weather.end_time = storage:get_int("mcl_weather_end_time") mcl_weather.change_weather(weather, mcl_weather.end_time) if type(mcl_weather.end_time) ~= "number" then -- Fallback in case of corrupted end time mcl_weather.end_time = mcl_weather.min_duration end minetest.log("action", "[mcl_weather] Weather restored.") else minetest.log("action", "[mcl_weather] No weather data found. Starting with clear weather.") end end load_weather()