forked from VoxeLibre/VoxeLibre
Make overworld biome specific (daytime) sky and fog colours possible
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@ -3,19 +3,26 @@ 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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day_sky = "#92B9FF",
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day_horizon = "#B4D0FF",
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local mg_name = minetest.get_mapgen_setting("mg_name")
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function mcl_weather.set_sky_box_clear(player,sky,fog)
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local sc = {
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day_sky = "#0000FF", --Pure blue to make debugging this stuff easier. The biome's sky colours are supposed to overwrite this.
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day_horizon = "#FF0000", --Pure red to make debugging this stuff easier. The biome's fog (horizon) colours are supposed to overwrite this.
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dawn_sky = "#B4BAFA",
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dawn_horizon = "#BAC1F0",
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night_sky = "#000000",
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night_horizon = "#4A6790",
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},
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}
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if sky then
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sc.day_sky = sky
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end
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if fog then
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sc.day_horizon = fog
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end
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player:set_sky({
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type = "regular",
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sky_color = sc,
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clouds = true,
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})
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end
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@ -124,9 +131,17 @@ mcl_weather.skycolor = {
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})
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end
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if dim == "overworld" then
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local biomesky
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local biomefog
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if mg_name ~= "v6" and mg_name ~= "singlenode" then
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local biome = minetest.get_biome_name(minetest.get_biome_data(player:get_pos()).biome)
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biomesky = minetest.registered_biomes[biome]._mcl_skycolor
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biomefog = minetest.registered_biomes[biome]._mcl_fogcolor
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end
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if (mcl_weather.state == "none") then
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-- Clear weather
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mcl_weather.set_sky_box_clear(player)
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mcl_weather.set_sky_box_clear(player,biomesky,biomefog)
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player:set_sun({visible = true, sunrise_visible = true})
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player:set_moon({visible = true})
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player:set_stars({visible = true})
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