Start refactor

This commit is contained in:
teknomunk 2024-05-27 08:04:22 +00:00
parent d0e8b4141d
commit 161dd7d379

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