Use new set_sky API
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@ -96,7 +96,6 @@ end
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mcl_weather.rain.remove_player = function(player)
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local player_meta = mcl_weather.players[player:get_player_name()]
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if player_meta ~= nil and player_meta.origin_sky ~= nil then
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player:set_sky(player_meta.origin_sky[1], player_meta.origin_sky[2], player_meta.origin_sky[3], true)
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player:set_clouds({color="#FFF0F0E5"})
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mcl_weather.players[player:get_player_name()] = nil
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end
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@ -18,21 +18,6 @@ mcl_weather.skycolor = {
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-- number of colors while constructing gradient of user given colors
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max_val = 1000,
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-- Enables smooth transition between existing sky color and target.
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smooth_transitions = true,
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-- Transition between current sky color and new user given.
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transition_in_progress = false,
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-- Transition colors are generated automaticly during initialization.
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transition_colors = {},
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-- Time where transition between current color and user given will be done
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transition_time = 15,
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-- Tracks how much time passed during transition
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transition_timer = 0,
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-- Table for tracking layer order
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layer_names = {},
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@ -40,9 +25,6 @@ mcl_weather.skycolor = {
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add_layer = function(layer_name, layer_color, instant_update)
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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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if (instant_update ~= true) then
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mcl_weather.skycolor.init_transition()
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end
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mcl_weather.skycolor.force_update = true
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end,
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@ -71,18 +53,47 @@ mcl_weather.skycolor = {
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update_sky_color = function(players)
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-- Override day/night ratio as well
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players = mcl_weather.skycolor.utils.get_players(players)
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local color = mcl_weather.skycolor.current_sky_layer_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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if dim == "overworld" then
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if (color == nil) then
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-- No sky layers
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player:set_sky(nil, "regular")
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if (mcl_weather.state == "none") then
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-- Clear weather
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player:set_sky({
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type = "regular",
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sky_colors = {
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day_sky = "#92B9FF",
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day_horizon = "#B4D0FF",
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dawn_sky = "#B4BAFA",
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dawn_horizon = "BAC1F0",
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night_sky = "#006AFF",
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night_horizon = "#4090FF",
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},
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clouds = true,
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})
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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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player:override_day_night_ratio(nil)
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else
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-- Weather skies
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player:set_sky(color, "plain", nil, true)
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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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player:set_sky({ 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 lf = mcl_weather.get_current_light_factor()
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if mcl_weather.skycolor.current_layer_name() == "lightning" then
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@ -93,9 +104,7 @@ mcl_weather.skycolor = {
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if light > 1 then
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light = 1 - (light - 1)
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end
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light = (light * lf) + 0.15
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player:override_day_night_ratio(light)
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else
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player:override_day_night_ratio(nil)
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@ -103,73 +112,56 @@ mcl_weather.skycolor = {
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end
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elseif dim == "end" then
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local t = "mcl_playerplus_end_sky.png"
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player:set_sky("#000000", "skybox", {t,t,t,t,t,t}, false)
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player:set_sky({ type = "skybox",
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base_color = "#000000",
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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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player:override_day_night_ratio(0.5)
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elseif dim == "nether" then
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player:set_sky("#300808", "plain", nil, false)
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player:set_sky({ type = "plain",
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base_color = "#300808",
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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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player:override_day_night_ratio(nil)
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elseif dim == "void" then
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player:set_sky("#000000", "plain", nil, false)
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player:set_sky({ type = "regular",
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sky_color = {
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day_sky = "#000000",
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day_horizon = "#000000",
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dawn_sky = "#000000",
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dawn_horizon = "#000000",
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night_sky = "#000000",
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night_horizon = "#000000",
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indoors = "#000000",
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},
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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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end
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end
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end,
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-- Returns current layer color in {r, g, b} format
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current_sky_layer_color = function()
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get_sky_layer_color = function(timeofday)
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if #mcl_weather.skycolor.layer_names == 0 then
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return nil
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end
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-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * mcl_weather.skycolor.max_val.
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local timeofday = minetest.get_timeofday()
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local rounded_time = math.floor(timeofday * mcl_weather.skycolor.max_val)
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local color = mcl_weather.skycolor.utils.convert_to_rgb(mcl_weather.skycolor.min_val, mcl_weather.skycolor.max_val, rounded_time, mcl_weather.skycolor.retrieve_layer())
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return color
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end,
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-- Initialy used only on
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update_transition_sky_color = function()
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local multiplier = 100
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local rounded_time = math.floor(mcl_weather.skycolor.transition_timer * multiplier)
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if rounded_time >= mcl_weather.skycolor.transition_time * multiplier then
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mcl_weather.skycolor.stop_transition()
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return
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end
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local color = mcl_weather.skycolor.utils.convert_to_rgb(0, mcl_weather.skycolor.transition_time * multiplier, rounded_time, mcl_weather.skycolor.transition_colors)
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local players = mcl_weather.skycolor.utils.get_players(nil)
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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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if dim == "overworld" then
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player:set_sky(color, "plain", nil, true)
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end
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end
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end,
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init_transition = function()
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-- sadly default sky returns unpredictible colors so transition mode becomes usable only for user defined color layers
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-- Here '2' means that one color layer existed before new added and transition is posible.
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if #mcl_weather.skycolor.layer_names < 2 then
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return
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end
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local transition_start_color = mcl_weather.skycolor.utils.get_current_bg_color()
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if (transition_start_color == nil) then
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return
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end
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local transition_end_color = mcl_weather.skycolor.current_sky_layer_color()
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mcl_weather.skycolor.transition_colors = {transition_start_color, transition_end_color}
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mcl_weather.skycolor.transition_in_progress = true
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end,
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stop_transition = function()
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mcl_weather.skycolor.transition_in_progress = false
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mcl_weather.skycolor.transition_colors = {}
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mcl_weather.skycolor.transition_timer = 0
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end,
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utils = {
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convert_to_rgb = function(minval, maxval, current_val, colors)
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local max_index = #colors - 1
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@ -208,12 +200,6 @@ minetest.register_globalstep(function(dtime)
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return
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end
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if mcl_weather.skycolor.smooth_transitions and mcl_weather.skycolor.transition_in_progress then
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mcl_weather.skycolor.transition_timer = mcl_weather.skycolor.transition_timer + dtime
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mcl_weather.skycolor.update_transition_sky_color()
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return
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end
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if mcl_weather.skycolor.force_update then
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mcl_weather.skycolor.update_sky_color()
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mcl_weather.skycolor.force_update = false
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