mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-11-09 01:31:06 +01:00
Address review comments
This commit is contained in:
parent
f2a638f8e9
commit
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5 changed files with 323 additions and 291 deletions
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@ -1,5 +1,5 @@
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name = mcl_weather
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author = xeranas
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description = Weather and sky handling: Rain, snow, thunderstorm, End and Nether ambience
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depends = mcl_init, mcl_worlds
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depends = mcl_init, mcl_worlds, mcl_playerinfo
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optional_depends = lightning
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@ -1,16 +1,16 @@
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-- Constants
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local modname = minetest.get_current_modname()
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local modpath = minetest.get_modpath(modname)
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local mod = mcl_weather
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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 DEFAULT_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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function mcl_weather.set_sky_box_clear(player, sky, fog)
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local pos = player:get_pos()
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if minetest.get_item_group(minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name, "water") ~= 0 then return end
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if minetest.get_item_group( mcl_playerinfo[player:get_player_name()].node_head, "water") ~= 0 then return end
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local sc = {
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day_sky = "#7BA4FF",
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day_horizon = "#C0D8FF",
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@ -48,24 +48,6 @@ function mcl_weather.set_sky_color(player, def)
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})
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end
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-- Function to work out light modifier at different times
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-- Noon is brightest, midnight is darkest, 0600 and 18000 is in the middle of this
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local function get_light_modifier(time)
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-- 0.1 = 0.2
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-- 0.4 = 0.8
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-- 0.5 = 1
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-- 0.6 = 0.8
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-- 0.9 = 0.2
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local light_multiplier = time * 2
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if time > 0.5 then
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light_multiplier = 2 * (1 - time)
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else
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light_multiplier = time / 0.5
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end
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return light_multiplier
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end
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local skycolor = {
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-- Should be activated before do any effect.
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active = true,
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@ -94,7 +76,7 @@ local skycolor = {
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mcl_weather.skycolor = skycolor
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local skycolor_utils = skycolor.utils
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-- To layer to colors table
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-- Add layer to colors table
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function skycolor.add_layer(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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@ -129,269 +111,21 @@ function skycolor.override_day_night_ratio(player, ratio)
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player._skycolor_day_night_ratio = nil
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end
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local skycolor_filters = {}
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skycolor.filters = skycolor_filters
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dofile(modpath.."/skycolor/water.lua")
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dofile(modpath.."/skycolor/dimensions.lua")
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dofile(modpath.."/skycolor/effects.lua")
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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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local checkname = minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name
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if minetest.get_item_group(checkname, "water") == 0 then return end
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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 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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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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local water_sky = skycolor.water_sky
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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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for i = 1,#skycolor_filters do
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skycolor_filters[i](player, sky_data)
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end
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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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@ -423,17 +157,32 @@ function skycolor.get_sky_layer_color(timeofday)
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end
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function skycolor_utils.convert_to_rgb(minval, maxval, current_val, colors)
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local max_index = #colors - 1
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local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
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local index1 = math.floor(val)
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local index2 = math.min(math.floor(val)+1, max_index + 1)
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local f = val - index1
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local c1 = colors[index1]
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local c2 = colors[index2]
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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))}
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-- Clamp current_val to valid range
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current_val = math.min(minval, current_val)
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current_val = math.max(maxval, current_val)
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-- Rescale current_val from a number between minval and maxval to a number between 1 and #colors
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local scaled_value = (current_val - minval) / (maxval - minval) * (#colors - 1) + 1.0
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-- Get the first color's values
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local index1 = math.floor(scaled_value)
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local color1 = colors[index1]
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local frac1 = scaled_value - index1
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-- Get the second color's values
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local index2 = math.min(index1 + 1, #colors) -- clamp to maximum color index (will occur if index1 == #colors)
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local frac2 = 1.0 - fraction1
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local color2 = colors[index2]
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-- Interpolate between color1 and color2
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return {
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r = math.floor(frac1 * color1.r + frac2 * color2.r),
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g = math.floor(frac1 * color1.g + frac2 * color2.g),
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b = math.floor(frac1 * color1.b + frac2 * color2.b),
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}
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end
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-- Simply getter. Ether returns user given players list or get all connected players if none provided
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-- Simple getter. Either returns user given players list or get all connected players if none provided
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function skycolor_utils.get_players(players)
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if players == nil or #players == 0 then
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if mods_loaded then
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@ -445,7 +194,7 @@ function skycolor_utils.get_players(players)
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return players
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end
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-- Returns first player sky color. I assume that all players are in same color layout.
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-- Returns the sky color of the first player, which is done assuming that all players are in same color layout.
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function skycolor_utils.get_current_bg_color()
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local players = mcl_weather.skycolor.utils.get_players(nil)
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if players[1] then
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190
mods/ENVIRONMENT/mcl_weather/skycolor/dimensions.lua
Normal file
190
mods/ENVIRONMENT/mcl_weather/skycolor/dimensions.lua
Normal file
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@ -0,0 +1,190 @@
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local MINIMUM_LIGHT_LEVEL = 0.2
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local VALID_SNOW_WEATHER_STATES = { snow = true, rain = true, thunder = true }
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local VALID_RAIN_WEATHER_STATES = { rain = true, thunder = true }
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local dimension_handlers = {}
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mcl_weather.skycolor.dimension_handlers = dimension_handlers
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-- Function to work out light modifier at different times
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-- Noon is brightest, midnight is darkest, 0600 and 18000 is in the middle of this
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||||
local function get_light_modifier(time)
|
||||
-- 0.1 = 0.2
|
||||
-- 0.4 = 0.8
|
||||
-- 0.5 = 1
|
||||
-- 0.6 = 0.8
|
||||
-- 0.9 = 0.2
|
||||
|
||||
local light_multiplier = time * 2
|
||||
if time > 0.5 then
|
||||
light_multiplier = 2 * (1 - time)
|
||||
else
|
||||
light_multiplier = time / 0.5
|
||||
end
|
||||
return light_multiplier
|
||||
end
|
||||
|
||||
function dimension_handlers.overworld(player, sky_data)
|
||||
local pos = player:get_pos()
|
||||
|
||||
local biomesky
|
||||
local biomefog
|
||||
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
|
||||
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
|
||||
|
||||
if mcl_weather.state == "none" then
|
||||
-- Clear weather
|
||||
mcl_weather.set_sky_box_clear(player,biomesky,biomefog)
|
||||
sky_data.sun = {visible = true, sunrise_visible = true}
|
||||
sky_data.moon = {visible = true}
|
||||
sky_data.stars = {visible = true}
|
||||
return
|
||||
end
|
||||
|
||||
-- Check if we currently have weather that affects the sky color
|
||||
local has_weather = mcl_worlds.has_weather(pos) and (
|
||||
mcl_weather.has_snow(pos) and VALID_SNOW_WEATHER_STATES[mcl_weather.state] or
|
||||
mcl_weather.has_rain(pos) and VALID_RAIN_WEATHER_STATES[mcl_weather.state]
|
||||
)
|
||||
if has_weather then
|
||||
-- Weather skies
|
||||
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.5)
|
||||
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.75)
|
||||
local night_color = mcl_weather.skycolor.get_sky_layer_color(0)
|
||||
sky_data.sky = {
|
||||
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,
|
||||
}
|
||||
sky_data.sun = {visible = false, sunrise_visible = false}
|
||||
sky_data.moon = {visible = false}
|
||||
sky_data.stars = {visible = false}
|
||||
|
||||
local light_factor = mcl_weather.get_current_light_factor()
|
||||
if mcl_weather.skycolor.current_layer_name() == "lightning" then
|
||||
sky_data.day_night_ratio = 1
|
||||
elseif light_factor then
|
||||
local time = minetest.get_timeofday()
|
||||
local light_multiplier = get_light_modifier(time)
|
||||
local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
|
||||
sky_data.day_night_ratio = new_light
|
||||
end
|
||||
return
|
||||
end
|
||||
|
||||
-- No weather that affects the sky color, use default values
|
||||
local day_color = mcl_weather.skycolor.get_sky_layer_color(0.15)
|
||||
local dawn_color = mcl_weather.skycolor.get_sky_layer_color(0.27)
|
||||
local night_color = mcl_weather.skycolor.get_sky_layer_color(0.1)
|
||||
sky_data.sky = {
|
||||
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,
|
||||
}
|
||||
sky_data.sun = {visible = false, sunrise_visible = false}
|
||||
sky_data.moon = {visible = false}
|
||||
sky_data.stars = {visible = false}
|
||||
end
|
||||
|
||||
-- This can't be function dimension_handlers.end() due to lua syntax
|
||||
dimension_handlers["end"] = function(player, sky_data)
|
||||
local biomesky = "#000000"
|
||||
local biomefog = "#A080A0"
|
||||
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
|
||||
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?
|
||||
end
|
||||
end
|
||||
local t = "mcl_playerplus_end_sky.png"
|
||||
sky_data.sky = { type = "skybox",
|
||||
base_color = biomesky,
|
||||
textures = {t,t,t,t,t,t},
|
||||
clouds = false,
|
||||
}
|
||||
sky_data.sun = {visible = false , sunrise_visible = false}
|
||||
sky_data.moon = {visible = false}
|
||||
sky_data.stars = {visible = false}
|
||||
sky_data.day_night_ratio = 0.5
|
||||
end
|
||||
|
||||
function dimension_handlers.nether(player, sky_data)
|
||||
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
|
||||
-- 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.
|
||||
biomesky = biome._mcl_skycolor
|
||||
biomefog = biome._mcl_fogcolor
|
||||
end
|
||||
end
|
||||
sky_data.sky = {
|
||||
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,
|
||||
}
|
||||
sky_data.sun = {visible = false , sunrise_visible = false}
|
||||
sky_data.moon = {visible = false}
|
||||
sky_data.stars = {visible = false}
|
||||
end
|
||||
|
||||
function dimension_handlers.void(player, sky_data)
|
||||
sky_data.sky = { type = "plain",
|
||||
base_color = "#000000",
|
||||
clouds = false,
|
||||
}
|
||||
sky_data.sun = {visible = false, sunrise_visible = false}
|
||||
sky_data.moon = {visible = false}
|
||||
sky_data.stars = {visible = false}
|
||||
end
|
||||
|
||||
local function dimension(player, sky_data)
|
||||
local pos = player:get_pos()
|
||||
local dim = mcl_worlds.pos_to_dimension(pos)
|
||||
|
||||
local handler = dimension_handlers[dim]
|
||||
if handler then return handler(player, sky_data) end
|
||||
end
|
||||
table.insert(mcl_weather.skycolor.filters, dimension)
|
||||
|
57
mods/ENVIRONMENT/mcl_weather/skycolor/effects.lua
Normal file
57
mods/ENVIRONMENT/mcl_weather/skycolor/effects.lua
Normal file
|
@ -0,0 +1,57 @@
|
|||
local DIM_ALLOW_NIGHT_VISION = {
|
||||
overworld = true,
|
||||
void = true,
|
||||
}
|
||||
|
||||
local effects_handlers = {}
|
||||
local has_mcl_potions = false
|
||||
|
||||
function effects_handlers.darkness(player, meta, effect, sky_data)
|
||||
-- No darkness effect if visited by shepherd
|
||||
if meta:get_int("mcl_shepherd:special") == 1 then return end
|
||||
|
||||
-- High stars
|
||||
sky_data.stars = {visible = false}
|
||||
|
||||
-- Minor visibility if the player has the night vision effect
|
||||
if mcl_potions.has_effect(player, "night_vision") then
|
||||
sky_data.day_night_ratio = 0.1
|
||||
else
|
||||
sky_data.day_night_ratio = 0
|
||||
end
|
||||
end
|
||||
function effects_handlers.night_vision(player, meta, effect, sky_data)
|
||||
-- Apply night vision only for dark sky
|
||||
if not (minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none") then return end
|
||||
|
||||
-- Only some dimensions allow night vision
|
||||
local pos = player:get_pos()
|
||||
local dim = mcl_worlds.pos_to_dimension(pos)
|
||||
if not DIM_ALLOW_NIGHT_VISION[dim] then return end
|
||||
|
||||
-- Apply night vision
|
||||
sky_data.day_night_ratio = math.max(sky_data.day_night_ratio or 0, NIGHT_VISION_RATIO)
|
||||
end
|
||||
|
||||
local function effects(player, sky_data)
|
||||
if not has_mcl_potions then
|
||||
if not minetest.get_modpath("mcl_potions") then return end
|
||||
has_mcl_potions = true
|
||||
end
|
||||
|
||||
local meta = player:get_meta()
|
||||
for name,effect in pairs(mcl_potions.registered_effects) do
|
||||
local effect_data = mcl_potions.get_effect(player, name)
|
||||
if effect_data then
|
||||
local hook = effect.mcl_weather_skycolor or effects_handlers[name]
|
||||
if hook then hook(player, meta, effect_data, sky_data) end
|
||||
end
|
||||
end
|
||||
|
||||
-- Handle night vision for shepherd
|
||||
if meta:get_int("mcl_shepherd:special") == 1 then
|
||||
return effects_handlers.night_vision(player, meta, {}, sky_data)
|
||||
end
|
||||
end
|
||||
table.insert(mcl_weather.skycolor.filters, effects)
|
||||
|
36
mods/ENVIRONMENT/mcl_weather/skycolor/water.lua
Normal file
36
mods/ENVIRONMENT/mcl_weather/skycolor/water.lua
Normal file
|
@ -0,0 +1,36 @@
|
|||
|
||||
local DEFAULT_WATER_COLOR = "#3F76E4"
|
||||
|
||||
local function water_sky(player, sky_data)
|
||||
local pos = player:get_pos()
|
||||
local water_color = DEFAULT_WATER_COLOR
|
||||
|
||||
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 return end
|
||||
|
||||
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 water_color = biome._mcl_waterfogcolor end
|
||||
if not biome then water_color = DEFAULT_WATER_COLOR end
|
||||
|
||||
if checkname == "mclx_core:river_water_source" or checkname == "mclx_core:river_water_flowing" then water_color = "#0084FF" end
|
||||
|
||||
sky_data.sky = { type = "regular",
|
||||
sky_color = {
|
||||
day_sky = water_color,
|
||||
day_horizon = water_color,
|
||||
dawn_sky = water_color,
|
||||
dawn_horizon = water_color,
|
||||
night_sky = water_color,
|
||||
night_horizon = water_color,
|
||||
indoors = water_color,
|
||||
fog_sun_tint = water_color,
|
||||
fog_moon_tint = water_color,
|
||||
fog_tint_type = "custom"
|
||||
},
|
||||
clouds = false,
|
||||
}
|
||||
end
|
||||
table.insert(mcl_weather.skycolor.filters, water_sky)
|
||||
|
Loading…
Reference in a new issue