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Disable weather in Nether and End and Void

objects
Wuzzy 2017-08-22 18:18:53 +02:00
parent 7ade843e29
commit fe31afc119
5 changed files with 41 additions and 19 deletions

View File

@ -388,6 +388,28 @@ function mcl_util.layer_to_y(layer, mc_dimension)
end
end
-- Takes a position and returns true if this position can have weather
function mcl_util.has_weather(pos)
-- Weather in the Overworld and the high part of the void below
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
end
-- Takes a position (pos) and returns true if compasses are working here
function mcl_util.compass_works(pos)
-- It doesn't work in Nether and the End, but it works in the Overworld and in the high part of the void below
local _, dim = mcl_util.y_to_layer(pos.y)
if dim ~= "nether" or dim ~= "end" then
return false
elseif dim == "void" then
return pos.y <= mcl_vars.mg_overworld_max and pos.y >= mcl_vars.mg_overworld_min - 64
else
return true
end
end
-- Takes a position (pos) and returns true if clocks are working here
mcl_util.clock_works = mcl_util.compass_works
-- Returns a on_place function for plants
-- * condition: function(pos, node)
-- * A function which is called by the on_place function to check if the node can be placed

View File

@ -1,21 +1,21 @@
rain = {
-- max rain particles created at time
-- max rain particles created at time
particles_count = 35,
-- flag to turn on/off extinguish fire for rain
-- flag to turn on/off extinguish fire for rain
extinguish_fire = true,
-- flag useful when mixing weathers
raining = false,
-- keeping last timeofday value (rounded).
-- keeping last timeofday value (rounded).
-- Defaulted to non-existing value for initial comparing.
sky_last_update = -1,
init_done = false,
}
rain.sound_handler = function(player)
rain.sound_handler = function(player)
return minetest.sound_play("weather_rain", {
object = player,
max_hear_distance = 2,
@ -77,7 +77,7 @@ rain.get_texture = function()
return texture_name;
end
-- register player for rain weather.
-- register player for rain weather.
-- basically needs for origin sky reference and rain sound controls.
rain.add_player = function(player)
if weather.players[player:get_player_name()] == nil then
@ -99,7 +99,7 @@ rain.remove_player = function(player)
end
-- adds and removes rain sound depending how much rain particles around player currently exist.
-- have few seconds delay before each check to avoid on/off sound too often
-- have few seconds delay before each check to avoid on/off sound too often
-- when player stay on 'edge' where sound should play and stop depending from random raindrop appearance.
rain.update_sound = function(player)
local player_meta = weather.players[player:get_player_name()]
@ -107,16 +107,16 @@ rain.update_sound = function(player)
if player_meta.sound_updated ~= nil and player_meta.sound_updated + 5 > os.time() then
return false
end
if player_meta.sound_handler ~= nil then
if rain.last_rp_count == 0 then
minetest.sound_stop(player_meta.sound_handler)
player_meta.sound_handler = nil
end
elseif rain.last_rp_count > 0 then
player_meta.sound_handler = rain.sound_handler(player)
player_meta.sound_handler = rain.sound_handler(player)
end
player_meta.sound_updated = os.time()
end
end
@ -131,7 +131,7 @@ rain.remove_sound = function(player)
end
-- callback function for removing rain
rain.clear = function()
rain.clear = function()
rain.raining = false
rain.sky_last_update = -1
rain.init_done = false
@ -143,10 +143,10 @@ rain.clear = function()
end
minetest.register_globalstep(function(dtime)
if weather.state ~= "rain" then
if weather.state ~= "rain" then
return false
end
rain.make_weather()
end)
@ -158,7 +158,7 @@ rain.make_weather = function()
end
for _, player in ipairs(minetest.get_connected_players()) do
if (weather.is_underwater(player)) then
if (weather.is_underwater(player) or not mcl_util.has_weather(player:getpos())) then
return false
end
rain.add_player(player)

View File

@ -73,7 +73,7 @@ minetest.register_globalstep(function(dtime)
end
for _, player in ipairs(minetest.get_connected_players()) do
if (weather.is_underwater(player)) then
if (weather.is_underwater(player) or not mcl_util.has_weather(player:getpos())) then
return false
end
snow.add_rain_particles(player)

View File

@ -91,8 +91,8 @@ minetest.register_globalstep(function(dtime)
for s, stack in ipairs(player:get_inventory():get_list("main")) do
local _, dim = mcl_util.y_to_layer(player:getpos().y)
local frame
-- Clocks do not work in the End, Nether or the Void
if dim == "end" or dim == "nether" or dim == "void" then
-- Clocks do not work in certain zones
if not mcl_util.clock_works(player:getpos()) then
frame = random_frame
else
frame = now

View File

@ -31,8 +31,8 @@ minetest.register_globalstep(function(dtime)
local pos = player:getpos()
local _, dim = mcl_util.y_to_layer(pos.y)
local compass_image
-- Compasses do not work in the End, Nether or the Void
if dim == "end" or dim == "nether" or dim == "void" then
-- Compasses do not work in certain zones
if not mcl_util.compass_works(player:getpos()) then
compass_image = random_frame
else
local spawn = {x=0,y=0,z=0}