mirror of
https://git.minetest.land/VoxeLibre/VoxeLibre.git
synced 2024-08-23 02:17:25 +02:00
254 lines
7.9 KiB
Lua
254 lines
7.9 KiB
Lua
mcl_weather.skycolor = {
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-- Should be activated before do any effect.
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active = true,
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-- To skip update interval
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force_update = true,
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-- Update interval.
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update_interval = 15,
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-- Main sky colors: starts from midnight to midnight.
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-- Please do not set directly. Use add_layer instead.
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colors = {},
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-- min value which will be used in color gradient, usualy its first user given color in 'pure' color.
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min_val = 0,
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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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-- To layer to colors table
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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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current_layer_name = function()
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return mcl_weather.skycolor.layer_names[#mcl_weather.skycolor.layer_names]
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end,
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-- Retrieve layer from colors table
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retrieve_layer = function()
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local last_layer = mcl_weather.skycolor.current_layer_name()
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return mcl_weather.skycolor.colors[last_layer]
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end,
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-- Remove layer from colors table
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remove_layer = function(layer_name)
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for k, name in ipairs(mcl_weather.skycolor.layer_names) do
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if name == layer_name then
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table.remove(mcl_weather.skycolor.layer_names, k)
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mcl_weather.skycolor.force_update = true
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return
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end
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end
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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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update_sky_color = function(players)
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local color = mcl_weather.skycolor.current_sky_layer_color()
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if (color == nil) then
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mcl_weather.skycolor.set_default_sky()
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return
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end
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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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for _, player in ipairs(players) do
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local pos = player:getpos()
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local _, dim = mcl_util.y_to_layer(pos.y)
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if dim == "overworld" then
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player:set_sky(color, "plain", nil, true)
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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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player:override_day_night_ratio(1)
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elseif lf then
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local w = minetest.get_timeofday()
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local light = (w * (lf*2))
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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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end
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else
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player:override_day_night_ratio(nil)
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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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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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if #mcl_weather.skycolor.layer_names == 0 then
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mcl_weather.skycolor.set_default_sky()
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return
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end
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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:getpos()
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local _, dim = mcl_util.y_to_layer(pos.y)
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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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-- Reset sky color to game default. If players not specified update sky for all players.
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-- Could be sometimes useful but not recomended to use in general case as there may be other color layers
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-- which needs to preserve.
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set_default_sky = function(players)
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local players = mcl_weather.skycolor.utils.get_players(players)
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for _, player in ipairs(players) do
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local pos = player:getpos()
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local _, dim = mcl_util.y_to_layer(pos.y)
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if dim == "overworld" then
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player:set_sky(nil, "regular", nil, true)
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player:override_day_night_ratio(nil)
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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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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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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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get_players = function(players)
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if players == nil or #players == 0 then
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players = minetest.get_connected_players()
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end
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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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get_current_bg_color = function()
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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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return player:get_sky()
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end
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return nil
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end
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},
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}
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local timer = 0
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minetest.register_globalstep(function(dtime)
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if mcl_weather.skycolor.active ~= true or #minetest.get_connected_players() == 0 then
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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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return
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end
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-- regular updates based on iterval
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timer = timer + dtime;
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if timer >= mcl_weather.skycolor.update_interval then
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mcl_weather.skycolor.update_sky_color()
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timer = 0
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end
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end)
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local initsky = function(player)
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if (mcl_weather.skycolor.active) then
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mcl_weather.skycolor.force_update = true
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end
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-- MC-style clouds: Layer 127, thickness 4, fly to the “West”
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player:set_clouds({height=mcl_util.layer_to_y(127), speed={x=-2, y=0}, thickness=4, color="#FFF0FEF"})
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end
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minetest.register_on_joinplayer(initsky)
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minetest.register_on_respawnplayer(initsky)
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