forked from mtcontrib/weather_pack
266 lines
6.4 KiB
Lua
266 lines
6.4 KiB
Lua
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-- Sky Layers: API
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-- License: MIT
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-- Credits: xeranas
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-------------------------
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skylayer = {}
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-- flag for enable / disable skylayer temporally if needed
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skylayer.enabled = true
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-- supported skylayer types
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skylayer.SKY_PLAIN = "plain"
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skylayer.SKY_SOLID_COLOR = "solid_color"
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skylayer.SKY_SKYBOX = "skybox"
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-- helps track total dtime
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local timer = 0
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local gradient_default_min_value = 0
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local gradient_default_max_value = 1000
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-- how often sky will be updated in seconds
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skylayer.update_interval = 4
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-- keeps player related data such as player itself and own sky layers
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local sky_players = {}
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-- adds player to sky layer affected players list
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local add_player = function(player)
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local data = {}
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data.id = player:get_player_name()
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data.player = player
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data.skylayers = {}
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table.insert(sky_players, data)
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end
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-- remove player from sky layer affected players list
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local remove_player = function(player_name)
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if #sky_players == 0 then
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return
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end
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for k, player_data in ipairs(sky_players) do
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if player_data.id == player_name then
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set_default_sky(player_data.player)
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table.remove(sky_players, k)
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return
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end
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end
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end
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local get_player_by_name = function(player_name)
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if player_name == nil then
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return nil
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end
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if #minetest.get_connected_players() == 0 then
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return nil
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end
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for i, player in ipairs(minetest.get_connected_players()) do
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if player:get_player_name() == player_name then
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return player
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end
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end
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return nil
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end
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local get_player_data = function(player_name)
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if #sky_players == 0 then
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return nil
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end
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for k, player_data in ipairs(sky_players) do
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if player_data.id == player_name then
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return player_data
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end
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end
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end
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local create_new_player_data = function(player_name)
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local player_data = get_player_data(player_name)
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if player_data == nil then
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local player = get_player_by_name(player_name)
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if player == nil then
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minetest.log("error", "Fail to resolve player '" .. player_name .. "'")
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return
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end
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add_player(player)
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return get_player_data(player_name)
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end
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return player_data
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end
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-- sets default / regular sky for player
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local set_default_sky = function(player)
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player:set_sky(nil, "regular", nil)
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end
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-- resolves latest skylayer based on added layer time
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local get_latest_layer = function(layers)
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if #layers == 0 then
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return nil
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end
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local latest_layer = nil
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for k, layer in ipairs(layers) do
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if latest_layer == nil then
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latest_layer = layer
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else
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if layer.added_time >= latest_layer.added_time then
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latest_layer = layer
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end
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end
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end
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return latest_layer
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end
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local 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 {
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r=math.floor(c1.r + f*(c2.r - c1.r)),
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g=math.floor(c1.g + f*(c2.g-c1.g)),
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b=math.floor(c1.b + f*(c2.b - c1.b))
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}
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end
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-- Returns current layer color in {r, g, b} format
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local get_current_layer_color = function(layer_data)
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-- min timeofday value 0; max timeofday value 1. So sky color gradient range will be between 0 and 1 * skycolor.max_value.
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local timeofday = minetest.get_timeofday()
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local min_val = layer_data.gradient_data.min_value
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if min_val == nil then
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min_val = gradient_default_min_value
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end
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local max_val = layer_data.gradient_data.max_value
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if max_val == nil then
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max_val = gradient_default_max_value
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end
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local rounded_time = math.floor(timeofday * max_val)
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local gradient_colors = layer_data.gradient_data.colors
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local color = convert_to_rgb(min_val, max_val, rounded_time, gradient_colors)
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return color
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end
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local update_plain_sky = function(player, layer_data)
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local color = get_current_layer_color(layer_data)
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player:set_sky(color, "plain", nil)
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end
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local update_solid_color_sky = function(player, layer_data)
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player:set_sky(layer_data.color, "plain", nil)
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end
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local update_skybox_sky = function(player, layer_data)
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player:set_sky(layer_data.skybox[1], layer_data.skybox[2], layer_data.skybox[3])
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end
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local update_sky = function(player, timer)
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local player_data = get_player_data(player:get_player_name())
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if player_data == nil then return end
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local current_layer = get_latest_layer(player_data.skylayers)
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if current_layer == nil then
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return
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end
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if current_layer.updated == false or timer >= skylayer.update_interval then
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current_layer.updated = os.time()
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if current_layer.layer_type == skylayer.SKY_PLAIN then
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update_plain_sky(player, current_layer.data)
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return
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end
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if current_layer.layer_type == skylayer.SKY_SOLID_COLOR then
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update_solid_color_sky(player, current_layer.data)
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return
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end
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if current_layer.layer_type == skylayer.SKY_SKYBOX then
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update_skybox_sky(player, current_layer.data)
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return
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end
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end
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end
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skylayer.add_layer = function(player_name, layer)
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if layer == nil or layer.name == nil then
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minetest.log("error", "Incorrect skylayer definition")
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return
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end
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local player_data = get_player_data(player_name)
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if player_data == nil then
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player_data = create_new_player_data(player_name)
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end
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if player_data == nil then
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minetest.log("error", "Fail to add skylayer to player '" .. player_name .. "'")
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return
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end
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layer.added_time = os.time()
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layer.updated = false
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table.insert(player_data.skylayers, layer)
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end
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skylayer.remove_layer = function(player_name, layer_name)
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local player_data = get_player_data(player_name)
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if player_data == nil or player_data.skylayers == nil then
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return
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end
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if #player_data.skylayers == 0 then
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return
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end
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for k, layer in ipairs(player_data.skylayers) do
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if layer.name == layer_name then
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table.remove(player_data.skylayers, k)
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if #player_data.skylayers == 0 then
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local player = get_player_by_name(player_name)
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if player ~= nil then
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set_default_sky(player)
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end
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end
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return
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end
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end
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end
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minetest.register_globalstep(function(dtime)
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if skylayer.enabled == false then
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return
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end
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if #minetest.get_connected_players() == 0 then
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return
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end
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-- timer addition calculated outside of players loop
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timer = timer + dtime;
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for k, player in ipairs(minetest.get_connected_players()) do
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update_sky(player, timer)
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end
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-- reset timer outside of loop to make sure that all players sky will be updated
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if timer >= skylayer.update_interval then
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timer = 0
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end
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end)
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