forked from VoxeLibre/VoxeLibre
Fix random crash in darkness effect in mcl_potions, finish refactoring of mcl_weather.skycolor that also makes darkness effect more reliable
This commit is contained in:
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f8087c0b0c
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252fd11704
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@ -124,33 +124,16 @@ end
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-- Wrapper for updating day/night ratio that respects night vision
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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 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 is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
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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_night_vision then arg = 0.1
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else arg = 0 end
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else
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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 pos = player:get_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 ratio == nil then
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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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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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player._skycolor_day_night_ratio = ratio
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skycolor.update_player_sky_color(player)
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player._skycolor_day_night_ratio = nil
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end
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function water_sky(player)
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function water_sky(player, sky_data)
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local pos = player:get_pos()
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local water_color = DEFAULT_WATER_COLOR
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@ -165,183 +148,265 @@ function water_sky(player)
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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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sky_data.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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end
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local dimension_handlers = {}
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function dimension_handlers.overworld(player, sky_data)
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local pos = player:get_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 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_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
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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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sky_data.sun = {visible = true, sunrise_visible = true}
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sky_data.moon = {visible = true}
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sky_data.stars = {visible = true}
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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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sky_data.sky = {
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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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sky_data.sun = {visible = false, sunrise_visible = false}
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sky_data.moon = {visible = false}
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sky_data.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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sky_data.sky = {
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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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sky_data.sun = {visible = false, sunrise_visible = false}
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sky_data.moon = {visible = false}
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sky_data.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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sky_data.day_night_ratio = 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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sky_data.day_night_ratio = new_light
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end
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end
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end
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dimension_handlers["end"] = function(player, sky_data)
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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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sky_data.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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sky_data.sun = {visible = false , sunrise_visible = false}
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sky_data.moon = {visible = false}
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sky_data.stars = {visible = false}
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sky_data.day_night_ratio = 0.5
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end
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function dimension_handlers.nether(player, sky_data)
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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.
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biomefog = biome._mcl_fogcolor
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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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sky_data.sky = {
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type = "regular",
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sky_color = {
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day_sky = biomefog,
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day_horizon = biomefog,
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dawn_sky = biomefog,
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dawn_horizon = biomefog,
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night_sky = biomefog,
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night_horizon = biomefog,
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indoors = biomefog,
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fog_sun_tint = biomefog,
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fog_moon_tint = biomefog,
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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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sky_data.sun = {visible = false , sunrise_visible = false}
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sky_data.moon = {visible = false}
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sky_data.stars = {visible = false}
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end
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function dimension_handlers.void(player, sky_data)
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sky_data.sky = { type = "plain",
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base_color = "#000000",
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clouds = false,
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}
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sky_data.sun = {visible = false, sunrise_visible = false}
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sky_data.moon = {visible = false}
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sky_data.stars = {visible = false}
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end
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function dimension(player, sky_data)
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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 handler = dimension_handlers[dim]
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if handler then return handler(player, sky_data) end
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end
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local effects_handlers = {}
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function effects_handlers.darkness(player, meta, effect, sky_data)
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-- No darkness effect if visited by shepherd
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if meta:get_int("mcl_shepherd:special") == 1 then return end
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-- High stars
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sky_data.stars = {visible = false}
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-- Minor visibility if the player has the night vision effect
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if mcl_potions.has_effect(player, "night_vision") then
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sky_data.day_night_ratio = 0.1
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else
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sky_data.day_night_ratio = 0
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end
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end
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local DIM_ALLOW_NIGHT_VISION = {
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overworld = true,
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void = true,
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}
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function effects_handlers.night_vision(player, meta, effect, sky_data)
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-- Apply night vision only for dark sky
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if not (minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none") then return end
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-- Only some dimensions allow night vision
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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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if not DIM_ALLOW_NIGHT_VISION[dim] then return end
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-- Apply night vision
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sky_data.day_night_ratio = math.max(sky_data.day_night_ratio or 0, NIGHT_VISION_RATIO)
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end
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local has_mcl_potions = false
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local function effects(player, sky_data)
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if not has_mcl_potions then
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if not minetest.get_modpath("mcl_potions") then return end
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has_mcl_potions = true
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end
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local meta = player:get_meta()
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for name,effect in pairs(mcl_potions.registered_effects) do
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local effect_data = mcl_potions.get_effect(player, name)
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if effect_data then
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local hook = effect.mcl_weather_skycolor or effects_handlers[name]
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if hook then hook(player, meta, effect_data, sky_data) end
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end
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end
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-- Handle night vision for shepheard
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if meta:get_int("mcl_shepherd:special") == 1 then
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return effects_handlers.night_vision(player, meta, {}, sky_data)
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end
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end
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function skycolor.update_player_sky_color(player)
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local sky_data = {
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day_night_ratio = player._skycolor_day_night_ratio
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}
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water_sky(player, sky_data)
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dimension(player, sky_data)
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effects(player, sky_data)
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if sky_data.sky then player:set_sky(sky_data.sky) end
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if sky_data.sun then player:set_sun(sky_data.sun) end
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if sky_data.moon then player:set_moon(sky_data.moon) end
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if sky_data.stars then player:set_stars(sky_data.stars) end
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player:override_day_night_ratio(sky_data.day_night_ratio)
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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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local update = skycolor.update_player_sky_color
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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_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
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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)
|
||||
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)
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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)
|
||||
|
|
Loading…
Reference in New Issue