MineClone2/mods/ENVIRONMENT/mcl_weather/skycolor.lua

253 lines
7.0 KiB
Lua

-- Constants
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
local NIGHT_VISION_RATIO = 0.45
-- Module state
local mods_loaded = false
local mg_name = minetest.get_mapgen_setting("mg_name")
function mcl_weather.set_sky_box_clear(player, sky, fog)
-- Make sure the player's head isn't in water before changing the skybox
local node_head = mcl_playerinfo[player:get_player_name()].node_head
if minetest.get_item_group(node_head, "water") ~= 0 then return end
local sc = {
day_sky = "#7BA4FF",
day_horizon = "#C0D8FF",
dawn_sky = "#7BA4FF",
dawn_horizon = "#C0D8FF",
night_sky = "#000000",
night_horizon = "#4A6790",
indoors = "#C0D8FF",
fog_sun_tint = "#ff5f33",
fog_moon_tint = nil,
fog_tint_type = "custom"
}
if sky then
sc.day_sky = sky
sc.dawn_sky = sky
end
if fog then
sc.day_horizon = fog
sc.dawn_horizon = fog
end
player:set_sky({
type = "regular",
sky_color = sc,
clouds = true,
})
end
function mcl_weather.set_sky_color(player, def)
-- Make sure the player's head isn't in water before changing the skybox
local node_head = mcl_playerinfo[player:get_player_name()].node_head
if minetest.get_item_group(node_head, "water") ~= 0 then return end
player:set_sky({
type = def.type,
sky_color = def.sky_color,
clouds = def.clouds,
})
end
local skycolor = {
-- Should be activated before do any effect.
active = true,
-- To skip update interval
force_update = true,
-- Update interval.
update_interval = 3,
-- Main sky colors: starts from midnight to midnight.
-- Please do not set directly. Use add_layer instead.
colors = {},
-- min value which will be used in color gradient, usualy its first user given color in 'pure' color.
min_val = 0,
-- number of colors while constructing gradient of user given colors
max_val = 1000,
-- Table for tracking layer order
layer_names = {},
utils = {},
}
mcl_weather.skycolor = skycolor
local skycolor_utils = skycolor.utils
-- Add layer to colors table
function skycolor.add_layer(layer_name, layer_color, instant_update)
skycolor.colors[layer_name] = layer_color
table.insert(skycolor.layer_names, layer_name)
skycolor.force_update = true
end
function skycolor.current_layer_name()
return skycolor.layer_names[#skycolor.layer_names]
end
-- Retrieve layer from colors table
function skycolor.retrieve_layer()
local last_layer = skycolor.current_layer_name()
return skycolor.colors[last_layer]
end
-- Remove layer from colors table
function skycolor.remove_layer(layer_name)
for k, name in pairs(skycolor.layer_names) do
if name == layer_name then
table.remove(skycolor.layer_names, k)
skycolor.force_update = true
return
end
end
end
-- Wrapper for updating day/night ratio that respects night vision
function skycolor.override_day_night_ratio(player, ratio)
player._skycolor_day_night_ratio = ratio
skycolor.update_player_sky_color(player)
player._skycolor_day_night_ratio = nil
end
local skycolor_filters = {}
skycolor.filters = skycolor_filters
dofile(modpath.."/skycolor/water.lua")
dofile(modpath.."/skycolor/dimensions.lua")
dofile(modpath.."/skycolor/effects.lua")
local water_sky = skycolor.water_sky
function skycolor.update_player_sky_color(player)
local sky_data = {
day_night_ratio = player._skycolor_day_night_ratio
}
for i = 1,#skycolor_filters do
skycolor_filters[i](player, sky_data)
end
if sky_data.sky then player:set_sky(sky_data.sky) end
if sky_data.sun then player:set_sun(sky_data.sun) end
if sky_data.moon then player:set_moon(sky_data.moon) end
if sky_data.stars then player:set_stars(sky_data.stars) end
player:override_day_night_ratio(sky_data.day_night_ratio)
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 = skycolor_utils.get_players(players)
local update = skycolor.update_player_sky_color
for _, player in ipairs(players) do
update(player)
end
end
-- Returns current layer color in {r, g, b} format
function skycolor.get_sky_layer_color(timeofday)
if #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 * skycolor.max_val
local rounded_time = math.floor(timeofday * skycolor.max_val)
return skycolor_utils.convert_to_rgb(
skycolor.min_val, skycolor.max_val,
rounded_time, skycolor.retrieve_layer()
)
end
function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
-- Clamp current_val to valid range
current_val = math.min(minval, current_val)
current_val = math.max(maxval, current_val)
-- Rescale current_val from a number between minval and maxval to a number between 1 and #colors
local scaled_value = (current_val - minval) / (maxval - minval) * (#colors - 1) + 1.0
-- Get the first color's values
local index1 = math.floor(scaled_value)
local color1 = colors[index1]
local frac1 = scaled_value - index1
-- Get the second color's values
local index2 = math.min(index1 + 1, #colors) -- clamp to maximum color index (will occur if index1 == #colors)
local frac2 = 1.0 - frac1
local color2 = colors[index2]
-- Interpolate between color1 and color2
return {
r = math.floor(frac1 * color1.r + frac2 * color2.r),
g = math.floor(frac1 * color1.g + frac2 * color2.g),
b = math.floor(frac1 * color1.b + frac2 * color2.b),
}
end
-- Simple getter. Either 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 the sky color of the first player, which is done assuming that all players are in same color layout.
function skycolor_utils.get_current_bg_color()
local players = skycolor_utils.get_players(nil)
if players[1] then
return players[1]:get_sky(true).sky_color
end
return nil
end
local timer = 0
minetest.register_globalstep(function(dtime)
if skycolor.active ~= true or #minetest.get_connected_players() == 0 then
return
end
if skycolor.force_update then
skycolor.update_sky_color()
skycolor.force_update = false
return
end
-- regular updates based on iterval
timer = timer + dtime;
if timer >= skycolor.update_interval then
skycolor.update_sky_color()
timer = 0
end
end)
local function initsky(player)
if player.set_lighting then
player:set_lighting({ shadows = { intensity = tonumber(minetest.settings:get("mcl_default_shadow_intensity") or 0.33) } })
end
if (skycolor.active) then
skycolor.force_update = true
end
player:set_clouds(mcl_worlds:get_cloud_parameters() or {height=mcl_worlds.layer_to_y(127), speed={x=-2, z=0}, thickness=4, color="#FFF0FEF"})
end
minetest.register_on_joinplayer(initsky)
minetest.register_on_respawnplayer(initsky)
mcl_worlds.register_on_dimension_change(function(player)
skycolor.update_sky_color({player})
end)
minetest.register_on_mods_loaded(function()
mods_loaded = true
end)