From f2a638f8e9296cddcb1a0b7007b027e383f1a9ee Mon Sep 17 00:00:00 2001 From: teknomunk Date: Mon, 27 May 2024 10:37:42 +0000 Subject: [PATCH] Fix random crash in darkness effect in mcl_potions, finish refactoring of mcl_weather.skycolor that also makes darkness effect more reliable --- mods/ENVIRONMENT/mcl_weather/skycolor.lua | 453 +++++++++++++--------- mods/ITEMS/mcl_mobitems/init.lua | 1 + mods/ITEMS/mcl_potions/functions.lua | 2 +- 3 files changed, 261 insertions(+), 195 deletions(-) diff --git a/mods/ENVIRONMENT/mcl_weather/skycolor.lua b/mods/ENVIRONMENT/mcl_weather/skycolor.lua index bc8c4d8f7..5e1214e8c 100644 --- a/mods/ENVIRONMENT/mcl_weather/skycolor.lua +++ b/mods/ENVIRONMENT/mcl_weather/skycolor.lua @@ -124,33 +124,16 @@ end -- Wrapper for updating day/night ratio that respects night vision function skycolor.override_day_night_ratio(player, ratio) - local meta = player:get_meta() - local has_night_vision = meta:get_int("night_vision") == 1 - local has_darkness = meta:get_int("darkness") == 1 - local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1 - local arg - if has_darkness and not is_visited_shepherd then - if has_night_vision then arg = 0.1 - else arg = 0 end - else - -- Apply night vision only for dark sky - local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none" - local pos = player:get_pos() - local dim = mcl_worlds.pos_to_dimension(pos) - if (has_night_vision or is_visited_shepherd) and is_dark and dim ~= "nether" and dim ~= "end" then - if ratio == nil then - arg = NIGHT_VISION_RATIO - else - arg = math.max(ratio, NIGHT_VISION_RATIO) - end - else - arg = ratio - end - end - player:override_day_night_ratio(arg) + player._skycolor_day_night_ratio = ratio + skycolor.update_player_sky_color(player) + player._skycolor_day_night_ratio = nil end -function water_sky(player) + + + + +function water_sky(player, sky_data) local pos = player:get_pos() local water_color = DEFAULT_WATER_COLOR @@ -165,183 +148,265 @@ function water_sky(player) if checkname == "mclx_core:river_water_source" or checkname == "mclx_core:river_water_flowing" then water_color = "#0084FF" end - return { - sky = { type = "regular", - sky_color = { - day_sky = water_color, - day_horizon = water_color, - dawn_sky = water_color, - dawn_horizon = water_color, - night_sky = water_color, - night_horizon = water_color, - indoors = water_color, - fog_sun_tint = water_color, - fog_moon_tint = water_color, - fog_tint_type = "custom" - }, - clouds = false, - } + sky_data.sky = { type = "regular", + sky_color = { + day_sky = water_color, + day_horizon = water_color, + dawn_sky = water_color, + dawn_horizon = water_color, + night_sky = water_color, + night_horizon = water_color, + indoors = water_color, + fog_sun_tint = water_color, + fog_moon_tint = water_color, + fog_tint_type = "custom" + }, + clouds = false, } end + + + + +local dimension_handlers = {} +function dimension_handlers.overworld(player, sky_data) + local pos = player:get_pos() + local has_weather = (mcl_worlds.has_weather(pos) and (mcl_weather.state == "snow" or mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_snow(pos)) or ((mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_rain(pos)) + + local biomesky + local biomefog + if mg_name ~= "v6" and mg_name ~= "singlenode" then + local biome_index = minetest.get_biome_data(player:get_pos()).biome + local biome_name = minetest.get_biome_name(biome_index) + local biome = minetest.registered_biomes[biome_name] + if biome then + --minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name)) + biomesky = biome._mcl_skycolor + biomefog = biome._mcl_fogcolor + else + --minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name)) + end + end + if (mcl_weather.state == "none") then + -- Clear weather + mcl_weather.set_sky_box_clear(player,biomesky,biomefog) + sky_data.sun = {visible = true, sunrise_visible = true} + sky_data.moon = {visible = true} + sky_data.stars = {visible = true} + elseif not has_weather then + local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15) + local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27) + local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1) + sky_data.sky = { + type = "regular", + sky_color = { + day_sky = day_color, + day_horizon = day_color, + dawn_sky = dawn_color, + dawn_horizon = dawn_color, + night_sky = night_color, + night_horizon = night_color, + }, + clouds = true, + } + sky_data.sun = {visible = false, sunrise_visible = false} + sky_data.moon = {visible = false} + sky_data.stars = {visible = false} + elseif has_weather then + -- Weather skies + local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5) + local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75) + local night_color = mcl_weather.skycolor.get_sky_layer_color(0) + sky_data.sky = { + type = "regular", + sky_color = { + day_sky = day_color, + day_horizon = day_color, + dawn_sky = dawn_color, + dawn_horizon = dawn_color, + night_sky = night_color, + night_horizon = night_color, + }, + clouds = true, + } + sky_data.sun = {visible = false, sunrise_visible = false} + sky_data.moon = {visible = false} + sky_data.stars = {visible = false} + + local light_factor = mcl_weather.get_current_light_factor() + if mcl_weather.skycolor.current_layer_name() == "lightning" then + sky_data.day_night_ratio = 1 + elseif light_factor then + local time = minetest.get_timeofday() + local light_multiplier = get_light_modifier(time) + local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL) + sky_data.day_night_ratio = new_light + end + end +end +dimension_handlers["end"] = function(player, sky_data) + local biomesky = "#000000" + local biomefog = "#A080A0" + if mg_name ~= "v6" and mg_name ~= "singlenode" then + local biome_index = minetest.get_biome_data(player:get_pos()).biome + local biome_name = minetest.get_biome_name(biome_index) + local biome = minetest.registered_biomes[biome_name] + if biome then + --minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name)) + biomesky = biome._mcl_skycolor + biomefog = biome._mcl_fogcolor -- The End biomes seemingly don't use the fog colour, despite having this value according to the wiki. The sky colour is seemingly used for both sky and fog? + else + --minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name)) + end + end + local t = "mcl_playerplus_end_sky.png" + sky_data.sky = { type = "skybox", + base_color = biomesky, + textures = {t,t,t,t,t,t}, + clouds = false, + } + sky_data.sun = {visible = false , sunrise_visible = false} + sky_data.moon = {visible = false} + sky_data.stars = {visible = false} + sky_data.day_night_ratio = 0.5 +end +function dimension_handlers.nether(player, sky_data) + local biomesky = "#6EB1FF" + local biomefog = "#330808" + if mg_name ~= "v6" and mg_name ~= "singlenode" then + local biome_index = minetest.get_biome_data(player:get_pos()).biome + local biome_name = minetest.get_biome_name(biome_index) + local biome = minetest.registered_biomes[biome_name] + if biome then + --minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name)) + biomesky = biome._mcl_skycolor -- The Nether biomes seemingly don't use the sky colour, despite having this value according to the wiki. The fog colour is used for both sky and fog. + biomefog = biome._mcl_fogcolor + else + --minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name)) + end + end + sky_data.sky = { + type = "regular", + sky_color = { + day_sky = biomefog, + day_horizon = biomefog, + dawn_sky = biomefog, + dawn_horizon = biomefog, + night_sky = biomefog, + night_horizon = biomefog, + indoors = biomefog, + fog_sun_tint = biomefog, + fog_moon_tint = biomefog, + fog_tint_type = "custom" + }, + clouds = false, + } + sky_data.sun = {visible = false , sunrise_visible = false} + sky_data.moon = {visible = false} + sky_data.stars = {visible = false} +end +function dimension_handlers.void(player, sky_data) + sky_data.sky = { type = "plain", + base_color = "#000000", + clouds = false, + } + sky_data.sun = {visible = false, sunrise_visible = false} + sky_data.moon = {visible = false} + sky_data.stars = {visible = false} +end + +function dimension(player, sky_data) + local pos = player:get_pos() + local dim = mcl_worlds.pos_to_dimension(pos) + + local handler = dimension_handlers[dim] + if handler then return handler(player, sky_data) end +end + + + + + +local effects_handlers = {} +function effects_handlers.darkness(player, meta, effect, sky_data) + -- No darkness effect if visited by shepherd + if meta:get_int("mcl_shepherd:special") == 1 then return end + + -- High stars + sky_data.stars = {visible = false} + + -- Minor visibility if the player has the night vision effect + if mcl_potions.has_effect(player, "night_vision") then + sky_data.day_night_ratio = 0.1 + else + sky_data.day_night_ratio = 0 + end +end +local DIM_ALLOW_NIGHT_VISION = { + overworld = true, + void = true, +} +function effects_handlers.night_vision(player, meta, effect, sky_data) + -- Apply night vision only for dark sky + if not (minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none") then return end + + -- Only some dimensions allow night vision + local pos = player:get_pos() + local dim = mcl_worlds.pos_to_dimension(pos) + if not DIM_ALLOW_NIGHT_VISION[dim] then return end + + -- Apply night vision + sky_data.day_night_ratio = math.max(sky_data.day_night_ratio or 0, NIGHT_VISION_RATIO) +end +local has_mcl_potions = false +local function effects(player, sky_data) + if not has_mcl_potions then + if not minetest.get_modpath("mcl_potions") then return end + has_mcl_potions = true + end + + local meta = player:get_meta() + for name,effect in pairs(mcl_potions.registered_effects) do + local effect_data = mcl_potions.get_effect(player, name) + if effect_data then + local hook = effect.mcl_weather_skycolor or effects_handlers[name] + if hook then hook(player, meta, effect_data, sky_data) end + end + end + + -- Handle night vision for shepheard + if meta:get_int("mcl_shepherd:special") == 1 then + return effects_handlers.night_vision(player, meta, {}, sky_data) + end +end + + + + +function skycolor.update_player_sky_color(player) + local sky_data = { + day_night_ratio = player._skycolor_day_night_ratio + } + + water_sky(player, sky_data) + dimension(player, sky_data) + effects(player, sky_data) + + if sky_data.sky then player:set_sky(sky_data.sky) end + if sky_data.sun then player:set_sun(sky_data.sun) end + if sky_data.moon then player:set_moon(sky_data.moon) end + if sky_data.stars then player:set_stars(sky_data.stars) end + player:override_day_night_ratio(sky_data.day_night_ratio) +end + -- Update sky color. If players not specified update sky for all players. function skycolor.update_sky_color(players) -- Override day/night ratio as well players = mcl_weather.skycolor.utils.get_players(players) + local update = skycolor.update_player_sky_color for _, player in ipairs(players) do - - local pos = player:get_pos() - local dim = mcl_worlds.pos_to_dimension(pos) - local has_weather = (mcl_worlds.has_weather(pos) and (mcl_weather.state == "snow" or mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_snow(pos)) or ((mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_rain(pos)) - - local res = water_sky(player) - if res and res.sky then - player:set_sky(res.sky) - end - - if dim == "overworld" then - local biomesky - local biomefog - if mg_name ~= "v6" and mg_name ~= "singlenode" then - local biome_index = minetest.get_biome_data(player:get_pos()).biome - local biome_name = minetest.get_biome_name(biome_index) - local biome = minetest.registered_biomes[biome_name] - if biome then - --minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name)) - biomesky = biome._mcl_skycolor - biomefog = biome._mcl_fogcolor - else - --minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name)) - end - end - if (mcl_weather.state == "none") then - -- Clear weather - mcl_weather.set_sky_box_clear(player,biomesky,biomefog) - player:set_sun({visible = true, sunrise_visible = true}) - player:set_moon({visible = true}) - player:set_stars({visible = true}) - mcl_weather.skycolor.override_day_night_ratio(player, nil) - elseif not has_weather then - local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15) - local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27) - local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1) - mcl_weather.set_sky_color(player, { - type = "regular", - sky_color = { - day_sky = day_color, - day_horizon = day_color, - dawn_sky = dawn_color, - dawn_horizon = dawn_color, - night_sky = night_color, - night_horizon = night_color, - }, - clouds = true, - }) - player:set_sun({visible = false, sunrise_visible = false}) - player:set_moon({visible = false}) - player:set_stars({visible = false}) - elseif has_weather then - -- Weather skies - local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5) - local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75) - local night_color = mcl_weather.skycolor.get_sky_layer_color(0) - mcl_weather.set_sky_color(player, { - type = "regular", - sky_color = { - day_sky = day_color, - day_horizon = day_color, - dawn_sky = dawn_color, - dawn_horizon = dawn_color, - night_sky = night_color, - night_horizon = night_color, - }, - clouds = true, - }) - player:set_sun({visible = false, sunrise_visible = false}) - player:set_moon({visible = false}) - player:set_stars({visible = false}) - - local light_factor = mcl_weather.get_current_light_factor() - if mcl_weather.skycolor.current_layer_name() == "lightning" then - mcl_weather.skycolor.override_day_night_ratio(player, 1) - elseif light_factor then - local time = minetest.get_timeofday() - local light_multiplier = get_light_modifier(time) - local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL) - mcl_weather.skycolor.override_day_night_ratio(player, new_light) - else - mcl_weather.skycolor.override_day_night_ratio(player, nil) - end - end - elseif dim == "end" then - local biomesky = "#000000" - local biomefog = "#A080A0" - if mg_name ~= "v6" and mg_name ~= "singlenode" then - local biome_index = minetest.get_biome_data(player:get_pos()).biome - local biome_name = minetest.get_biome_name(biome_index) - local biome = minetest.registered_biomes[biome_name] - if biome then - --minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name)) - biomesky = biome._mcl_skycolor - biomefog = biome._mcl_fogcolor -- The End biomes seemingly don't use the fog colour, despite having this value according to the wiki. The sky colour is seemingly used for both sky and fog? - else - --minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name)) - end - end - local t = "mcl_playerplus_end_sky.png" - player:set_sky({ type = "skybox", - base_color = biomesky, - textures = {t,t,t,t,t,t}, - clouds = false, - }) - player:set_sun({visible = false , sunrise_visible = false}) - player:set_moon({visible = false}) - player:set_stars({visible = false}) - mcl_weather.skycolor.override_day_night_ratio(player, 0.5) - elseif dim == "nether" then - local biomesky = "#6EB1FF" - local biomefog = "#330808" - if mg_name ~= "v6" and mg_name ~= "singlenode" then - local biome_index = minetest.get_biome_data(player:get_pos()).biome - local biome_name = minetest.get_biome_name(biome_index) - local biome = minetest.registered_biomes[biome_name] - if biome then - --minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name)) - biomesky = biome._mcl_skycolor -- The Nether biomes seemingly don't use the sky colour, despite having this value according to the wiki. The fog colour is used for both sky and fog. - biomefog = biome._mcl_fogcolor - else - --minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name)) - end - end - mcl_weather.set_sky_color(player, { - type = "regular", - sky_color = { - day_sky = biomefog, - day_horizon = biomefog, - dawn_sky = biomefog, - dawn_horizon = biomefog, - night_sky = biomefog, - night_horizon = biomefog, - indoors = biomefog, - fog_sun_tint = biomefog, - fog_moon_tint = biomefog, - fog_tint_type = "custom" - }, - clouds = false, - }) - player:set_sun({visible = false , sunrise_visible = false}) - player:set_moon({visible = false}) - player:set_stars({visible = false}) - mcl_weather.skycolor.override_day_night_ratio(player, nil) - elseif dim == "void" then - player:set_sky({ type = "plain", - base_color = "#000000", - clouds = false, - }) - player:set_sun({visible = false, sunrise_visible = false}) - player:set_moon({visible = false}) - player:set_stars({visible = false}) - end + update(player) end end -- END function skycolor.update_sky_color(players) diff --git a/mods/ITEMS/mcl_mobitems/init.lua b/mods/ITEMS/mcl_mobitems/init.lua index 4d92c2d43..a3155b13c 100644 --- a/mods/ITEMS/mcl_mobitems/init.lua +++ b/mods/ITEMS/mcl_mobitems/init.lua @@ -155,6 +155,7 @@ local function drink_milk_delayed(itemstack, player, pointed_thing) mcl_hunger.stop_poison(player) end mcl_potions._reset_effects(player) + mcl_weather.skycolor.update_player_sky_color(player) end -- Wrapper for handling mcl_hunger delayed eating diff --git a/mods/ITEMS/mcl_potions/functions.lua b/mods/ITEMS/mcl_potions/functions.lua index b59749d2a..b3aa232ba 100644 --- a/mods/ITEMS/mcl_potions/functions.lua +++ b/mods/ITEMS/mcl_potions/functions.lua @@ -492,7 +492,7 @@ mcl_potions.register_effect({ end, on_step = function(dtime, object, factor, duration) if object:get_meta():get_int("night_vision") ~= 1 then - local flash = EF.darkness[object].flash + local flash = EF.darkness[object].flash or 0 if flash < 0.2 then EF.darkness[object].flashdir = true elseif flash > 0.6 then EF.darkness[object].flashdir = false end flash = EF.darkness[object].flashdir and (flash + dtime) or (flash - dtime)