forked from VoxeLibre/VoxeLibre
Start refactor
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d0e8b4141d
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161dd7d379
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@ -1,10 +1,11 @@
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local mods_loaded = false
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-- Constants
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local NIGHT_VISION_RATIO = 0.45
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local NIGHT_VISION_RATIO = 0.45
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local MINIMUM_LIGHT_LEVEL = 0.2
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local MINIMUM_LIGHT_LEVEL = 0.2
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local DEFAULT_WATER_COLOR = "#3F76E4"
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local water_color = "#3F76E4"
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-- Module state
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local mods_loaded = false
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local water_color = DEFAULT_WATER_COLOR
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local mg_name = minetest.get_mapgen_setting("mg_name")
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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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function mcl_weather.set_sky_box_clear(player, sky, fog)
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@ -65,7 +66,7 @@ local function get_light_modifier(time)
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return light_multiplier
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return light_multiplier
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end
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end
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mcl_weather.skycolor = {
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local skycolor = {
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-- Should be activated before do any effect.
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-- Should be activated before do any effect.
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active = true,
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active = true,
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@ -88,25 +89,30 @@ mcl_weather.skycolor = {
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-- Table for tracking layer order
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-- Table for tracking layer order
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layer_names = {},
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layer_names = {},
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-- To layer to colors table
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utils = {},
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add_layer = function(layer_name, layer_color, instant_update)
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}
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mcl_weather.skycolor = skycolor
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local skycolor_utils = skycolor.utils
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-- To layer to colors table
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function skycolor.add_layer(layer_name, layer_color, instant_update)
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mcl_weather.skycolor.colors[layer_name] = layer_color
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mcl_weather.skycolor.colors[layer_name] = layer_color
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table.insert(mcl_weather.skycolor.layer_names, layer_name)
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table.insert(mcl_weather.skycolor.layer_names, layer_name)
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mcl_weather.skycolor.force_update = true
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mcl_weather.skycolor.force_update = true
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end,
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end
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current_layer_name = function()
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function skycolor.current_layer_name()
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return mcl_weather.skycolor.layer_names[#mcl_weather.skycolor.layer_names]
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return mcl_weather.skycolor.layer_names[#mcl_weather.skycolor.layer_names]
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end,
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end
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-- Retrieve layer from colors table
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-- Retrieve layer from colors table
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retrieve_layer = function()
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function skycolor.retrieve_layer()
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local last_layer = mcl_weather.skycolor.current_layer_name()
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local last_layer = mcl_weather.skycolor.current_layer_name()
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return mcl_weather.skycolor.colors[last_layer]
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return mcl_weather.skycolor.colors[last_layer]
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end,
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end
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-- Remove layer from colors table
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-- Remove layer from colors table
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remove_layer = function(layer_name)
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function skycolor.remove_layer(layer_name)
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for k, name in pairs(mcl_weather.skycolor.layer_names) do
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for k, name in pairs(mcl_weather.skycolor.layer_names) do
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if name == layer_name then
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if name == layer_name then
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table.remove(mcl_weather.skycolor.layer_names, k)
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table.remove(mcl_weather.skycolor.layer_names, k)
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@ -114,10 +120,10 @@ mcl_weather.skycolor = {
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return
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return
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end
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end
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end
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end
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end,
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end
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-- Wrapper for updating day/night ratio that respects night vision
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-- Wrapper for updating day/night ratio that respects night vision
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override_day_night_ratio = function(player, ratio)
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function skycolor.override_day_night_ratio(player, ratio)
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local meta = player:get_meta()
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local meta = player:get_meta()
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local has_night_vision = meta:get_int("night_vision") == 1
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local has_night_vision = meta:get_int("night_vision") == 1
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local has_darkness = meta:get_int("darkness") == 1
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local has_darkness = meta:get_int("darkness") == 1
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@ -142,25 +148,25 @@ mcl_weather.skycolor = {
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end
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end
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end
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end
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player:override_day_night_ratio(arg)
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player:override_day_night_ratio(arg)
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end,
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end
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-- Update sky color. If players not specified update sky for all players.
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function water_sky(player)
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update_sky_color = function(players)
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-- Override day/night ratio as well
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players = mcl_weather.skycolor.utils.get_players(players)
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for _, player in ipairs(players) do
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local pos = player:get_pos()
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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 water_color = DEFAULT_WATER_COLOR
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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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local checkname = minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name
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local checkname = minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name
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if minetest.get_item_group(checkname, "water") ~= 0 then
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if minetest.get_item_group(checkname, "water") == 0 then return end
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local biome_index = minetest.get_biome_data(player:get_pos()).biome
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local biome_index = minetest.get_biome_data(player:get_pos()).biome
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local biome_name = minetest.get_biome_name(biome_index)
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local biome_name = minetest.get_biome_name(biome_index)
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local biome = minetest.registered_biomes[biome_name]
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local biome = minetest.registered_biomes[biome_name]
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if biome then water_color = biome._mcl_waterfogcolor end
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if biome then water_color = biome._mcl_waterfogcolor end
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if not biome then water_color = "#3F76E4" end
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if not biome then water_color = "#3F76E4" end
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if checkname == "mclx_core:river_water_source" or checkname == "mclx_core:river_water_flowing" then water_color = "#0084FF" end
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if checkname == "mclx_core:river_water_source" or checkname == "mclx_core:river_water_flowing" then water_color = "#0084FF" end
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player:set_sky({ type = "regular",
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return {
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sky = { type = "regular",
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sky_color = {
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sky_color = {
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day_sky = water_color,
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day_sky = water_color,
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day_horizon = water_color,
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day_horizon = water_color,
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@ -174,8 +180,25 @@ mcl_weather.skycolor = {
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fog_tint_type = "custom"
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fog_tint_type = "custom"
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},
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},
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clouds = false,
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clouds = false,
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})
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}
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}
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end
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-- Update sky color. If players not specified update sky for all players.
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function skycolor.update_sky_color(players)
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-- Override day/night ratio as well
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players = mcl_weather.skycolor.utils.get_players(players)
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for _, player in ipairs(players) do
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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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local res = water_sky(player)
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if res and res.sky then
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player:set_sky(res.sky)
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end
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end
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if dim == "overworld" then
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if dim == "overworld" then
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local biomesky
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local biomesky
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local biomefog
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local biomefog
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@ -320,10 +343,10 @@ mcl_weather.skycolor = {
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player:set_stars({visible = false})
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player:set_stars({visible = false})
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end
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end
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end
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end
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end,
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end -- END function skycolor.update_sky_color(players)
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-- Returns current layer color in {r, g, b} format
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-- Returns current layer color in {r, g, b} format
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get_sky_layer_color = function(timeofday)
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function skycolor.get_sky_layer_color(timeofday)
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if #mcl_weather.skycolor.layer_names == 0 then
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if #mcl_weather.skycolor.layer_names == 0 then
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return nil
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return nil
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end
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end
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@ -332,10 +355,9 @@ mcl_weather.skycolor = {
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local rounded_time = math.floor(timeofday * mcl_weather.skycolor.max_val)
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local rounded_time = math.floor(timeofday * mcl_weather.skycolor.max_val)
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local color = mcl_weather.skycolor.utils.convert_to_rgb(mcl_weather.skycolor.min_val, mcl_weather.skycolor.max_val, rounded_time, mcl_weather.skycolor.retrieve_layer())
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local color = mcl_weather.skycolor.utils.convert_to_rgb(mcl_weather.skycolor.min_val, mcl_weather.skycolor.max_val, rounded_time, mcl_weather.skycolor.retrieve_layer())
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return color
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return color
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end,
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end
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utils = {
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function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
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convert_to_rgb = function(minval, maxval, current_val, colors)
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local max_index = #colors - 1
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local max_index = #colors - 1
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local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
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local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
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local index1 = math.floor(val)
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local index1 = math.floor(val)
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@ -344,10 +366,10 @@ mcl_weather.skycolor = {
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local c1 = colors[index1]
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local c1 = colors[index1]
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local c2 = colors[index2]
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local c2 = colors[index2]
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return {r=math.floor(c1.r + f*(c2.r - c1.r)), g=math.floor(c1.g + f*(c2.g-c1.g)), b=math.floor(c1.b + f*(c2.b - c1.b))}
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return {r=math.floor(c1.r + f*(c2.r - c1.r)), g=math.floor(c1.g + f*(c2.g-c1.g)), b=math.floor(c1.b + f*(c2.b - c1.b))}
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end,
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end
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-- Simply getter. Ether returns user given players list or get all connected players if none provided
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-- Simply getter. Ether returns user given players list or get all connected players if none provided
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get_players = function(players)
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function skycolor_utils.get_players(players)
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if players == nil or #players == 0 then
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if players == nil or #players == 0 then
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if mods_loaded then
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if mods_loaded then
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players = minetest.get_connected_players()
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players = minetest.get_connected_players()
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@ -356,19 +378,16 @@ mcl_weather.skycolor = {
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end
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end
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end
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end
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return players
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return players
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end,
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end
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-- Returns first player sky color. I assume that all players are in same color layout.
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-- Returns first player sky color. I assume that all players are in same color layout.
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get_current_bg_color = function()
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function skycolor_utils.get_current_bg_color()
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local players = mcl_weather.skycolor.utils.get_players(nil)
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local players = mcl_weather.skycolor.utils.get_players(nil)
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if players[1] then
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if players[1] then
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return players[1]:get_sky(true).sky_color
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return players[1]:get_sky(true).sky_color
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end
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end
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return nil
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return nil
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end
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end
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},
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}
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local timer = 0
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local timer = 0
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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