forked from VoxeLibre/VoxeLibre
Merge pull request 'better water visuals' (#2960) from better_visuals_water into master
Reviewed-on: MineClone2/MineClone2#2960 Reviewed-by: cora <cora@noreply.git.minetest.land>
This commit is contained in:
commit
661424ad23
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@ -1,7 +1,11 @@
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local mods_loaded = false
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local NIGHT_VISION_RATIO = 0.45
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local water_color = "#0b4880"
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function mcl_weather.set_sky_box_clear(player)
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local pos = player:get_pos()
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if minetest.get_item_group(minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name, "water") ~= 0 then return end
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player:set_sky({
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type = "regular",
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sky_color = {
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@ -16,6 +20,16 @@ function mcl_weather.set_sky_box_clear(player)
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})
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end
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function mcl_weather.set_sky_color(player, def)
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local pos = player:get_pos()
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if minetest.get_item_group(minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name, "water") ~= 0 then return end
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player:set_sky({
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type = def.type,
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sky_color = def.sky_color,
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clouds = def.clouds,
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})
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end
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mcl_weather.skycolor = {
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-- Should be activated before do any effect.
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active = true,
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@ -96,6 +110,19 @@ mcl_weather.skycolor = {
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local pos = player:get_pos()
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local dim = mcl_worlds.pos_to_dimension(pos)
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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))
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if minetest.get_item_group(minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name, "water") ~= 0 then
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player:set_sky({ type = "regular",
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sky_color = {
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day_sky = water_color,
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day_horizon = water_color,
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dawn_sky = water_color,
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dawn_horizon = water_color,
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night_sky = water_color,
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night_horizon = water_color,
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},
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clouds = true,
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})
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end
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if dim == "overworld" then
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if (mcl_weather.state == "none") then
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-- Clear weather
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@ -108,7 +135,8 @@ mcl_weather.skycolor = {
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local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15)
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local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27)
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local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1)
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player:set_sky({ type = "regular",
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mcl_weather.set_sky_color(player, {
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type = "regular",
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sky_color = {
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day_sky = day_color,
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day_horizon = day_color,
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@ -127,7 +155,8 @@ mcl_weather.skycolor = {
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local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
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local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75)
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local night_color = mcl_weather.skycolor.get_sky_layer_color(0)
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player:set_sky({ type = "regular",
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mcl_weather.set_sky_color(player, {
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type = "regular",
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sky_color = {
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day_sky = day_color,
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day_horizon = day_color,
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@ -178,7 +207,7 @@ mcl_weather.skycolor = {
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}
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local biometint = nether_sky[minetest.get_biome_name(minetest.get_biome_data(player:get_pos()).biome)]
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player:set_sky({
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mcl_weather.set_sky_color(player, {
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type = "regular",
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sky_color = {
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day_sky = "#300808",
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@ -50,7 +50,7 @@ minetest.register_node("mcl_core:water_flowing", {
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liquid_viscosity = WATER_VISC,
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liquid_range = 7,
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waving = 3,
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post_effect_color = {a=209, r=0x03, g=0x3C, b=0x5C},
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post_effect_color = {a=20, r=0x03, g=0x3C, b=0x5C},
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groups = { water=3, liquid=3, puts_out_fire=1, not_in_creative_inventory=1, freezes=1, melt_around=1, dig_by_piston=1},
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_mcl_blast_resistance = 100,
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-- Hardness intentionally set to infinite instead of 100 (Minecraft value) to avoid problems in creative mode
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@ -95,7 +95,7 @@ S("• When water is directly below lava, the water turns into stone."),
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liquid_alternative_source = "mcl_core:water_source",
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liquid_viscosity = WATER_VISC,
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liquid_range = 7,
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post_effect_color = {a=209, r=0x03, g=0x3C, b=0x5C},
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post_effect_color = {a=60, r=0x03, g=0x3C, b=0x5C},
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stack_max = 64,
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groups = { water=3, liquid=3, puts_out_fire=1, freezes=1, not_in_creative_inventory=1, dig_by_piston=1},
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_mcl_blast_resistance = 100,
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@ -3,6 +3,8 @@ mcl_playerplus = {
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is_pressing_jump = {},
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}
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local hud_water = {}
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local get_connected_players = minetest.get_connected_players
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local dir_to_yaw = minetest.dir_to_yaw
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local get_item_group = minetest.get_item_group
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@ -25,6 +27,26 @@ local mcl_playerplus_internal = {}
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local time = 0
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local look_pitch = 0
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local function calculate_water_depth(pos)
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for i=1, 50 do
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if get_item_group(minetest.get_node(vector.new(pos.x,pos.y+i,pos.z)).name, "water") == 0 then
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return i
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end
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end
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return 50
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end
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local function remove_water_hud(player)
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if hud_water[player] then
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mcl_weather.skycolor.update_sky_color()
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for i=1, #hud_water[player] do
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player:hud_remove(hud_water[player][i])
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end
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hud_water[player] = nil
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end
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end
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local function player_collision(player)
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local pos = player:get_pos()
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@ -349,16 +371,16 @@ minetest.register_globalstep(function(dtime)
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-- set head pitch and yaw when flying
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local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 50, player_vel_yaw - yaw, 0)
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set_bone_pos(player,"Head_Control", nil, head_rot)
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-- sets eye height, and nametag color accordingly
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set_properties(player, player_props_elytra)
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-- control body bone when flying
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local body_rot = vector.new((75 - degrees(dir_to_pitch(player_velocity))), -player_vel_yaw + yaw, 0)
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set_bone_pos(player, "Body_Control", nil, body_rot)
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elseif parent then
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set_properties(player, player_props_riding)
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local parent_yaw = degrees(parent:get_yaw())
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local head_rot = vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0)
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set_bone_pos(player, "Head_Control", nil, head_rot)
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@ -367,10 +389,10 @@ minetest.register_globalstep(function(dtime)
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-- controls head pitch when sneaking
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local head_rot = vector.new(pitch, player_vel_yaw - yaw, player_vel_yaw - yaw)
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set_bone_pos(player, "Head_Control", nil, head_rot)
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-- sets eye height, and nametag color accordingly
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set_properties(player, player_props_sneaking)
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-- sneaking body conrols
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set_bone_pos(player, "Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
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elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
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@ -378,10 +400,10 @@ minetest.register_globalstep(function(dtime)
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is_swimming = true
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local head_rot = vector.new(pitch - degrees(dir_to_pitch(player_velocity)) + 20, player_vel_yaw - yaw, 0)
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set_bone_pos(player, "Head_Control", nil, head_rot)
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-- sets eye height, and nametag color accordingly
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set_properties(player, player_props_swimming)
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-- control body bone when swimming
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local body_rot = vector.new((75 + degrees(dir_to_pitch(player_velocity))), player_vel_yaw - yaw, 180)
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set_bone_pos(player,"Body_Control", nil, body_rot)
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@ -395,6 +417,25 @@ minetest.register_globalstep(function(dtime)
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set_bone_pos(player,"Body_Control", nil, vector.new(0, -player_vel_yaw + yaw, 0))
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end
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if get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 then
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if not hud_water[player] or hud_water[player] and calculate_water_depth(player:get_pos()) ~= #hud_water[player] then
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remove_water_hud(player)
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hud_water[player] = {}
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for i=1, calculate_water_depth(player:get_pos()) do
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table.insert(hud_water[player], player:hud_add({
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hud_elem_type = "image",
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text = "mcl_playerplus_water.png",
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position = {x = 0.5, y = 0.5},
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scale = {x = 32, y = 16},
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offset = {x = 0, y = 0},
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z_index = -1002,
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}))
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end
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end
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else
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remove_water_hud(player)
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end
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elytra.last_yaw = player:get_look_horizontal()
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-- Update jump status immediately since we need this info in real time.
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-- WARNING: This section is HACKY as hell since it is all just based on heuristics.
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@ -639,7 +680,7 @@ minetest.register_on_joinplayer(function(player)
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jump_cooldown = -1, -- Cooldown timer for jumping, we need this to prevent the jump exhaustion to increase rapidly
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}
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mcl_playerplus.elytra[player] = {active = false, rocketing = 0, speed = 0}
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-- Minetest bug: get_bone_position() returns all zeros vectors.
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-- Workaround: call set_bone_position() one time first.
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player:set_bone_position("Head_Control", vector.new(0, 6.75, 0))
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