weather_pack/embedded_sky_layer_api.lua

266 lines
6.4 KiB
Lua

-------------------------
-- Sky Layers: API
-- License: MIT
-- Credits: xeranas
-------------------------
skylayer = {}
-- flag for enable / disable skylayer temporally if needed
skylayer.enabled = true
-- supported skylayer types
skylayer.SKY_PLAIN = "plain"
skylayer.SKY_SOLID_COLOR = "solid_color"
skylayer.SKY_SKYBOX = "skybox"
-- helps track total dtime
local timer = 0
local gradient_default_min_value = 0
local gradient_default_max_value = 1000
-- how often sky will be updated in seconds
skylayer.update_interval = 4
-- keeps player related data such as player itself and own sky layers
local sky_players = {}
-- adds player to sky layer affected players list
local add_player = function(player)
local data = {}
data.id = player:get_player_name()
data.player = player
data.skylayers = {}
table.insert(sky_players, data)
end
-- remove player from sky layer affected players list
local remove_player = function(player_name)
if #sky_players == 0 then
return
end
for k, player_data in ipairs(sky_players) do
if player_data.id == player_name then
set_default_sky(player_data.player)
table.remove(sky_players, k)
return
end
end
end
local get_player_by_name = function(player_name)
if player_name == nil then
return nil
end
if #minetest.get_connected_players() == 0 then
return nil
end
for i, player in ipairs(minetest.get_connected_players()) do
if player:get_player_name() == player_name then
return player
end
end
return nil
end
local get_player_data = function(player_name)
if #sky_players == 0 then
return nil
end
for k, player_data in ipairs(sky_players) do
if player_data.id == player_name then
return player_data
end
end
end
local create_new_player_data = function(player_name)
local player_data = get_player_data(player_name)
if player_data == nil then
local player = get_player_by_name(player_name)
if player == nil then
minetest.log("error", "Fail to resolve player '" .. player_name .. "'")
return
end
add_player(player)
return get_player_data(player_name)
end
return player_data
end
-- sets default / regular sky for player
local set_default_sky = function(player)
player:set_sky(nil, "regular", nil)
end
-- resolves latest skylayer based on added layer time
local get_latest_layer = function(layers)
if #layers == 0 then
return nil
end
local latest_layer = nil
for k, layer in ipairs(layers) do
if latest_layer == nil then
latest_layer = layer
else
if layer.added_time >= latest_layer.added_time then
latest_layer = layer
end
end
end
return latest_layer
end
local convert_to_rgb = function(minval, maxval, current_val, colors)
local max_index = #colors - 1
local val = (current_val-minval) / (maxval-minval) * max_index + 1.0
local index1 = math.floor(val)
local index2 = math.min(math.floor(val)+1, max_index + 1)
local f = val - index1
local c1 = colors[index1]
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))
}
end
-- Returns current layer color in {r, g, b} format
local get_current_layer_color = function(layer_data)
-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * skycolor.max_value.
local timeofday = minetest.get_timeofday()
local min_val = layer_data.gradient_data.min_value
if min_val == nil then
min_val = gradient_default_min_value
end
local max_val = layer_data.gradient_data.max_value
if max_val == nil then
max_val = gradient_default_max_value
end
local rounded_time = math.floor(timeofday * max_val)
local gradient_colors = layer_data.gradient_data.colors
local color = convert_to_rgb(min_val, max_val, rounded_time, gradient_colors)
return color
end
local update_plain_sky = function(player, layer_data)
local color = get_current_layer_color(layer_data)
player:set_sky(color, "plain", nil)
end
local update_solid_color_sky = function(player, layer_data)
player:set_sky(layer_data.color, "plain", nil)
end
local update_skybox_sky = function(player, layer_data)
player:set_sky(layer_data.skybox[1], layer_data.skybox[2], layer_data.skybox[3])
end
local update_sky = function(player, timer)
local player_data = get_player_data(player:get_player_name())
if player_data == nil then return end
local current_layer = get_latest_layer(player_data.skylayers)
if current_layer == nil then
return
end
if current_layer.updated == false or timer >= skylayer.update_interval then
current_layer.updated = os.time()
if current_layer.layer_type == skylayer.SKY_PLAIN then
update_plain_sky(player, current_layer.data)
return
end
if current_layer.layer_type == skylayer.SKY_SOLID_COLOR then
update_solid_color_sky(player, current_layer.data)
return
end
if current_layer.layer_type == skylayer.SKY_SKYBOX then
update_skybox_sky(player, current_layer.data)
return
end
end
end
skylayer.add_layer = function(player_name, layer)
if layer == nil or layer.name == nil then
minetest.log("error", "Incorrect skylayer definition")
return
end
local player_data = get_player_data(player_name)
if player_data == nil then
player_data = create_new_player_data(player_name)
end
if player_data == nil then
minetest.log("error", "Fail to add skylayer to player '" .. player_name .. "'")
return
end
layer.added_time = os.time()
layer.updated = false
table.insert(player_data.skylayers, layer)
end
skylayer.remove_layer = function(player_name, layer_name)
local player_data = get_player_data(player_name)
if player_data == nil or player_data.skylayers == nil then
return
end
if #player_data.skylayers == 0 then
return
end
for k, layer in ipairs(player_data.skylayers) do
if layer.name == layer_name then
table.remove(player_data.skylayers, k)
if #player_data.skylayers == 0 then
local player = get_player_by_name(player_name)
if player ~= nil then
set_default_sky(player)
end
end
return
end
end
end
minetest.register_globalstep(function(dtime)
if skylayer.enabled == false then
return
end
if #minetest.get_connected_players() == 0 then
return
end
-- timer addition calculated outside of players loop
timer = timer + dtime;
for k, player in ipairs(minetest.get_connected_players()) do
update_sky(player, timer)
end
-- reset timer outside of loop to make sure that all players sky will be updated
if timer >= skylayer.update_interval then
timer = 0
end
end)