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Disable weather in Nether and End and Void
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parent
7ade843e29
commit
fe31afc119
5 changed files with 41 additions and 19 deletions
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@ -388,6 +388,28 @@ function mcl_util.layer_to_y(layer, mc_dimension)
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end
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end
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-- Takes a position and returns true if this position can have weather
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function mcl_util.has_weather(pos)
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-- Weather in the Overworld and the high part of the void below
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return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
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end
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-- Takes a position (pos) and returns true if compasses are working here
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function mcl_util.compass_works(pos)
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-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
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local _, dim = mcl_util.y_to_layer(pos.y)
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if dim ~= "nether" or dim ~= "end" then
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return false
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elseif dim == "void" then
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return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
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else
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return true
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end
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end
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-- Takes a position (pos) and returns true if clocks are working here
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mcl_util.clock_works = mcl_util.compass_works
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-- Returns a on_place function for plants
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-- * condition: function(pos, node)
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-- * A function which is called by the on_place function to check if the node can be placed
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@ -1,21 +1,21 @@
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rain = {
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-- max rain particles created at time
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-- max rain particles created at time
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particles_count = 35,
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-- flag to turn on/off extinguish fire for rain
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-- flag to turn on/off extinguish fire for rain
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extinguish_fire = true,
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-- flag useful when mixing weathers
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raining = false,
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-- keeping last timeofday value (rounded).
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-- keeping last timeofday value (rounded).
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-- Defaulted to non-existing value for initial comparing.
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sky_last_update = -1,
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init_done = false,
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}
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rain.sound_handler = function(player)
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rain.sound_handler = function(player)
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return minetest.sound_play("weather_rain", {
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object = player,
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max_hear_distance = 2,
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@ -77,7 +77,7 @@ rain.get_texture = function()
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return texture_name;
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end
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-- register player for rain weather.
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-- register player for rain weather.
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-- basically needs for origin sky reference and rain sound controls.
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rain.add_player = function(player)
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if weather.players[player:get_player_name()] == nil then
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@ -99,7 +99,7 @@ rain.remove_player = function(player)
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end
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-- adds and removes rain sound depending how much rain particles around player currently exist.
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-- have few seconds delay before each check to avoid on/off sound too often
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-- have few seconds delay before each check to avoid on/off sound too often
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-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
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rain.update_sound = function(player)
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local player_meta = weather.players[player:get_player_name()]
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@ -107,16 +107,16 @@ rain.update_sound = function(player)
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if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > os.time() then
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return false
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end
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if player_meta.sound_handler ~= nil then
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if rain.last_rp_count == 0 then
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minetest.sound_stop(player_meta.sound_handler)
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player_meta.sound_handler = nil
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end
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elseif rain.last_rp_count > 0 then
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player_meta.sound_handler = rain.sound_handler(player)
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player_meta.sound_handler = rain.sound_handler(player)
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end
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player_meta.sound_updated = os.time()
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end
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end
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@ -131,7 +131,7 @@ rain.remove_sound = function(player)
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end
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-- callback function for removing rain
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rain.clear = function()
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rain.clear = function()
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rain.raining = false
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rain.sky_last_update = -1
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rain.init_done = false
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@ -143,10 +143,10 @@ rain.clear = function()
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end
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minetest.register_globalstep(function(dtime)
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if weather.state ~= "rain" then
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if weather.state ~= "rain" then
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return false
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end
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rain.make_weather()
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end)
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@ -158,7 +158,7 @@ rain.make_weather = function()
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end
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for _, player in ipairs(minetest.get_connected_players()) do
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if (weather.is_underwater(player)) then
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if (weather.is_underwater(player) or not mcl_util.has_weather(player:getpos())) then
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return false
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end
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rain.add_player(player)
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@ -73,7 +73,7 @@ minetest.register_globalstep(function(dtime)
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end
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for _, player in ipairs(minetest.get_connected_players()) do
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if (weather.is_underwater(player)) then
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if (weather.is_underwater(player) or not mcl_util.has_weather(player:getpos())) then
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return false
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end
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snow.add_rain_particles(player)
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@ -91,8 +91,8 @@ minetest.register_globalstep(function(dtime)
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for s, stack in ipairs(player:get_inventory():get_list("main")) do
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local _, dim = mcl_util.y_to_layer(player:getpos().y)
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local frame
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-- Clocks do not work in the End, Nether or the Void
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if dim == "end" or dim == "nether" or dim == "void" then
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-- Clocks do not work in certain zones
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if not mcl_util.clock_works(player:getpos()) then
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frame = random_frame
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else
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frame = now
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@ -31,8 +31,8 @@ minetest.register_globalstep(function(dtime)
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local pos = player:getpos()
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local _, dim = mcl_util.y_to_layer(pos.y)
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local compass_image
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-- Compasses do not work in the End, Nether or the Void
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if dim == "end" or dim == "nether" or dim == "void" then
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-- Compasses do not work in certain zones
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if not mcl_util.compass_works(player:getpos()) then
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compass_image = random_frame
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else
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local spawn = {x=0,y=0,z=0}
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