forked from VoxeLibre/VoxeLibre
Start refactor
This commit is contained in:
parent
d0e8b4141d
commit
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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@ -88,287 +89,305 @@ 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.colors[layer_name] = layer_color
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mcl_weather.skycolor = skycolor
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table.insert(mcl_weather.skycolor.layer_names, layer_name)
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local skycolor_utils = skycolor.utils
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mcl_weather.skycolor.force_update = true
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end,
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current_layer_name = function()
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-- To layer to colors table
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return mcl_weather.skycolor.layer_names[#mcl_weather.skycolor.layer_names]
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function skycolor.add_layer(layer_name, layer_color, instant_update)
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end,
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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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mcl_weather.skycolor.force_update = true
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end
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-- Retrieve layer from colors table
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function skycolor.current_layer_name()
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retrieve_layer = function()
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return mcl_weather.skycolor.layer_names[#mcl_weather.skycolor.layer_names]
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local last_layer = mcl_weather.skycolor.current_layer_name()
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end
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return mcl_weather.skycolor.colors[last_layer]
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end,
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-- Remove layer from colors table
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-- Retrieve layer from colors table
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remove_layer = function(layer_name)
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function skycolor.retrieve_layer()
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for k, name in pairs(mcl_weather.skycolor.layer_names) do
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local last_layer = mcl_weather.skycolor.current_layer_name()
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if name == layer_name then
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return mcl_weather.skycolor.colors[last_layer]
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table.remove(mcl_weather.skycolor.layer_names, k)
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end
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mcl_weather.skycolor.force_update = true
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return
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-- Remove layer from colors table
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end
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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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if name == layer_name then
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table.remove(mcl_weather.skycolor.layer_names, k)
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mcl_weather.skycolor.force_update = true
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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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-- 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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local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
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local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
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local arg
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local arg
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if has_darkness and not is_visited_shepherd then
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if has_darkness and not is_visited_shepherd then
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if has_night_vision then arg = 0.1
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if has_night_vision then arg = 0.1
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else arg = 0 end
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else arg = 0 end
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else
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else
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-- Apply night vision only for dark sky
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-- Apply night vision only for dark sky
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local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"
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local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"
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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 dim = mcl_worlds.pos_to_dimension(pos)
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if (has_night_vision or is_visited_shepherd) and is_dark and dim ~= "nether" and dim ~= "end" then
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if (has_night_vision or is_visited_shepherd) and is_dark and dim ~= "nether" and dim ~= "end" then
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if ratio == nil then
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if ratio == nil then
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arg = NIGHT_VISION_RATIO
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arg = NIGHT_VISION_RATIO
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else
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arg = math.max(ratio, NIGHT_VISION_RATIO)
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end
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else
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else
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arg = ratio
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arg = math.max(ratio, NIGHT_VISION_RATIO)
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end
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end
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else
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arg = ratio
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end
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end
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player:override_day_night_ratio(arg)
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end
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end,
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player:override_day_night_ratio(arg)
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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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local pos = player:get_pos()
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-- Override day/night ratio as well
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local water_color = DEFAULT_WATER_COLOR
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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 checkname = minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name
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local pos = player:get_pos()
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if minetest.get_item_group(checkname, "water") == 0 then return end
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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 biome_index = minetest.get_biome_data(player:get_pos()).biome
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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 biome_name = minetest.get_biome_name(biome_index)
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if minetest.get_item_group(checkname, "water") ~= 0 then
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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 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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return {
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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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indoors = water_color,
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fog_sun_tint = water_color,
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fog_moon_tint = water_color,
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fog_tint_type = "custom"
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},
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clouds = false,
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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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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_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
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if not biome then water_color = "#3F76E4" end
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--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
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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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biomesky = biome._mcl_skycolor
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player:set_sky({ type = "regular",
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biomefog = biome._mcl_fogcolor
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sky_color = {
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else
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day_sky = water_color,
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--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
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day_horizon = water_color,
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end
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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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indoors = water_color,
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fog_sun_tint = water_color,
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fog_moon_tint = water_color,
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fog_tint_type = "custom"
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},
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clouds = false,
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})
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end
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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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local biomesky
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-- Clear weather
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local biomefog
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mcl_weather.set_sky_box_clear(player,biomesky,biomefog)
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if mg_name ~= "v6" and mg_name ~= "singlenode" then
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player:set_sun({visible = true, sunrise_visible = true})
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local biome_index = minetest.get_biome_data(player:get_pos()).biome
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player:set_moon({visible = true})
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local biome_name = minetest.get_biome_name(biome_index)
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player:set_stars({visible = true})
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local biome = minetest.registered_biomes[biome_name]
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mcl_weather.skycolor.override_day_night_ratio(player, nil)
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if biome then
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elseif not has_weather then
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--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
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local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15)
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biomesky = biome._mcl_skycolor
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local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27)
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biomefog = biome._mcl_fogcolor
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local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1)
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else
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--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
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end
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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,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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mcl_weather.skycolor.override_day_night_ratio(player, nil)
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elseif not has_weather then
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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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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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dawn_sky = dawn_color,
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dawn_horizon = dawn_color,
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night_sky = night_color,
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night_horizon = night_color,
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},
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clouds = true,
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})
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player:set_sun({visible = false, sunrise_visible = false})
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player:set_moon({visible = false})
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player:set_stars({visible = false})
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elseif has_weather then
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-- Weather skies
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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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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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dawn_sky = dawn_color,
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dawn_horizon = dawn_color,
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night_sky = night_color,
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night_horizon = night_color,
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},
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clouds = true,
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})
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player:set_sun({visible = false, sunrise_visible = false})
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player:set_moon({visible = false})
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player:set_stars({visible = false})
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local light_factor = mcl_weather.get_current_light_factor()
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if mcl_weather.skycolor.current_layer_name() == "lightning" then
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mcl_weather.skycolor.override_day_night_ratio(player, 1)
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elseif light_factor then
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local time = minetest.get_timeofday()
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local light_multiplier = get_light_modifier(time)
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local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
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mcl_weather.skycolor.override_day_night_ratio(player, new_light)
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else
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mcl_weather.skycolor.override_day_night_ratio(player, nil)
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end
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end
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elseif dim == "end" then
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local biomesky = "#000000"
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local biomefog = "#A080A0"
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if mg_name ~= "v6" and mg_name ~= "singlenode" then
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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 = minetest.registered_biomes[biome_name]
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if biome then
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--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
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biomesky = biome._mcl_skycolor
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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?
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else
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--minetest.log("action", string.format("No biome for number: %s in biome: %s", tostring(biome_index), biome_name))
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end
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end
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local t = "mcl_playerplus_end_sky.png"
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player:set_sky({ type = "skybox",
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base_color = biomesky,
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textures = {t,t,t,t,t,t},
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clouds = false,
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})
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player:set_sun({visible = false , sunrise_visible = false})
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player:set_moon({visible = false})
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player:set_stars({visible = false})
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mcl_weather.skycolor.override_day_night_ratio(player, 0.5)
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elseif dim == "nether" then
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local biomesky = "#6EB1FF"
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local biomefog = "#330808"
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if mg_name ~= "v6" and mg_name ~= "singlenode" then
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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 = minetest.registered_biomes[biome_name]
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if biome then
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--minetest.log("action", string.format("Biome found for number: %s in biome: %s", tostring(biome_index), biome_name))
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||||||
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, {
|
mcl_weather.set_sky_color(player, {
|
||||||
type = "regular",
|
type = "regular",
|
||||||
sky_color = {
|
sky_color = {
|
||||||
day_sky = biomefog,
|
day_sky = day_color,
|
||||||
day_horizon = biomefog,
|
day_horizon = day_color,
|
||||||
dawn_sky = biomefog,
|
dawn_sky = dawn_color,
|
||||||
dawn_horizon = biomefog,
|
dawn_horizon = dawn_color,
|
||||||
night_sky = biomefog,
|
night_sky = night_color,
|
||||||
night_horizon = biomefog,
|
night_horizon = night_color,
|
||||||
indoors = biomefog,
|
|
||||||
fog_sun_tint = biomefog,
|
|
||||||
fog_moon_tint = biomefog,
|
|
||||||
fog_tint_type = "custom"
|
|
||||||
},
|
},
|
||||||
clouds = false,
|
clouds = true,
|
||||||
})
|
})
|
||||||
player:set_sun({visible = false , sunrise_visible = false})
|
player:set_sun({visible = false, sunrise_visible = false})
|
||||||
player:set_moon({visible = false})
|
player:set_moon({visible = false})
|
||||||
player:set_stars({visible = false})
|
player:set_stars({visible = false})
|
||||||
mcl_weather.skycolor.override_day_night_ratio(player, nil)
|
elseif has_weather then
|
||||||
elseif dim == "void" then
|
-- Weather skies
|
||||||
player:set_sky({ type = "plain",
|
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
|
||||||
base_color = "#000000",
|
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75)
|
||||||
clouds = false,
|
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_sun({visible = false, sunrise_visible = false})
|
||||||
player:set_moon({visible = false})
|
player:set_moon({visible = false})
|
||||||
player:set_stars({visible = false})
|
player:set_stars({visible = false})
|
||||||
end
|
|
||||||
end
|
|
||||||
end,
|
|
||||||
|
|
||||||
-- Returns current layer color in {r, g, b} format
|
local light_factor = mcl_weather.get_current_light_factor()
|
||||||
get_sky_layer_color = function(timeofday)
|
if mcl_weather.skycolor.current_layer_name() == "lightning" then
|
||||||
if #mcl_weather.skycolor.layer_names == 0 then
|
mcl_weather.skycolor.override_day_night_ratio(player, 1)
|
||||||
return nil
|
elseif light_factor then
|
||||||
end
|
local time = minetest.get_timeofday()
|
||||||
|
local light_multiplier = get_light_modifier(time)
|
||||||
-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * mcl_weather.skycolor.max_val.
|
local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
|
||||||
local rounded_time = math.floor(timeofday * mcl_weather.skycolor.max_val)
|
mcl_weather.skycolor.override_day_night_ratio(player, new_light)
|
||||||
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())
|
else
|
||||||
return color
|
mcl_weather.skycolor.override_day_night_ratio(player, nil)
|
||||||
end,
|
|
||||||
|
|
||||||
utils = {
|
|
||||||
convert_to_rgb = function(minval, maxval, current_val, colors)
|
|
||||||
local max_index = #colors - 1
|
|
||||||
local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
|
|
||||||
local index1 = math.floor(val)
|
|
||||||
local index2 = math.min(math.floor(val)+1, max_index + 1)
|
|
||||||
local f = val - index1
|
|
||||||
local c1 = colors[index1]
|
|
||||||
local c2 = colors[index2]
|
|
||||||
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))}
|
|
||||||
end,
|
|
||||||
|
|
||||||
-- Simply getter. Ether returns user given players list or get all connected players if none provided
|
|
||||||
get_players = function(players)
|
|
||||||
if players == nil or #players == 0 then
|
|
||||||
if mods_loaded then
|
|
||||||
players = minetest.get_connected_players()
|
|
||||||
elseif players == nil then
|
|
||||||
players = {}
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
return players
|
elseif dim == "end" then
|
||||||
end,
|
local biomesky = "#000000"
|
||||||
|
local biomefog = "#A080A0"
|
||||||
-- Returns first player sky color. I assume that all players are in same color layout.
|
if mg_name ~= "v6" and mg_name ~= "singlenode" then
|
||||||
get_current_bg_color = function()
|
local biome_index = minetest.get_biome_data(player:get_pos()).biome
|
||||||
local players = mcl_weather.skycolor.utils.get_players(nil)
|
local biome_name = minetest.get_biome_name(biome_index)
|
||||||
if players[1] then
|
local biome = minetest.registered_biomes[biome_name]
|
||||||
return players[1]:get_sky(true).sky_color
|
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
|
end
|
||||||
return nil
|
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
|
end
|
||||||
},
|
end
|
||||||
|
end -- END function skycolor.update_sky_color(players)
|
||||||
|
|
||||||
}
|
-- Returns current layer color in {r, g, b} format
|
||||||
|
function skycolor.get_sky_layer_color(timeofday)
|
||||||
|
if #mcl_weather.skycolor.layer_names == 0 then
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * mcl_weather.skycolor.max_val.
|
||||||
|
local rounded_time = math.floor(timeofday * mcl_weather.skycolor.max_val)
|
||||||
|
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())
|
||||||
|
return color
|
||||||
|
end
|
||||||
|
|
||||||
|
function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
|
||||||
|
local max_index = #colors - 1
|
||||||
|
local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
|
||||||
|
local index1 = math.floor(val)
|
||||||
|
local index2 = math.min(math.floor(val)+1, max_index + 1)
|
||||||
|
local f = val - index1
|
||||||
|
local c1 = colors[index1]
|
||||||
|
local c2 = colors[index2]
|
||||||
|
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))}
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Simply getter. Ether returns user given players list or get all connected players if none provided
|
||||||
|
function skycolor_utils.get_players(players)
|
||||||
|
if players == nil or #players == 0 then
|
||||||
|
if mods_loaded then
|
||||||
|
players = minetest.get_connected_players()
|
||||||
|
elseif players == nil then
|
||||||
|
players = {}
|
||||||
|
end
|
||||||
|
end
|
||||||
|
return players
|
||||||
|
end
|
||||||
|
|
||||||
|
-- Returns first player sky color. I assume that all players are in same color layout.
|
||||||
|
function skycolor_utils.get_current_bg_color()
|
||||||
|
local players = mcl_weather.skycolor.utils.get_players(nil)
|
||||||
|
if players[1] then
|
||||||
|
return players[1]:get_sky(true).sky_color
|
||||||
|
end
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
local timer = 0
|
local timer = 0
|
||||||
minetest.register_globalstep(function(dtime)
|
minetest.register_globalstep(function(dtime)
|
||||||
|
|
Loading…
Reference in New Issue