weather_pack/embedded_sky_layer_api.lua

365 lines
8.9 KiB
Lua

-------------------------
-- Sky Layers: Core
-- License: MIT
-- Credits: xeranas
-- Thanks: Perkovec for colorise utils (github.com/Perkovec/colorise-lua)
-------------------------
local colorise = {}
colorise.rgb2hex = function (rgb)
local hexadecimal = '#'
for key = 1, #rgb do
local value = rgb[key]
local hex = ''
while(value > 0)do
local index = math.fmod(value, 16) + 1
value = math.floor(value / 16)
hex = string.sub('0123456789ABCDEF', index, index) .. hex
end
if(string.len(hex) == 0)then
hex = '00'
elseif(string.len(hex) == 1)then
hex = '0' .. hex
end
hexadecimal = hexadecimal .. hex
end
return hexadecimal
end
local core = {}
core.settings = {}
-- flag to disable skylayer at global step
core.settings.enabled = true
-- default gradient interval values
core.settings.gradient_default_min_value = 0
core.settings.gradient_default_max_value = 1000
-- how often sky will be updated in seconds
core.settings.update_interval = 4
-- helps track total dtime
core.timer = 0
core.default_clouds = nil
-- keeps player related data such as player itself and own sky layers
core.sky_players = {}
-- adds player to sky layer affected players list
core.add_player = function(player)
local data = {}
data.id = player:get_player_name()
data.player = player
data.skylayers = {}
table.insert(core.sky_players, data)
end
-- remove player from sky layer affected players list
core.remove_player = function(player_name)
if #core.sky_players == 0 then
return
end
for k, player_data in ipairs(core.sky_players) do
if player_data.id == player_name then
reset_sky(player_data.player)
table.remove(core.sky_players, k)
return
end
end
end
core.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
core.get_player_data = function(player_name)
if #core.sky_players == 0 then
return nil
end
for k, player_data in ipairs(core.sky_players) do
if player_data.id == player_name then
return player_data
end
end
end
core.create_new_player_data = function(player_name)
local player_data = core.get_player_data(player_name)
if player_data == nil then
local player = core.get_player_by_name(player_name)
if player == nil then
minetest.log("error", "Fail to resolve player '" .. player_name .. "'")
return
end
core.add_player(player)
return core.get_player_data(player_name)
end
return player_data
end
-- sets default / regular sky for player
core.reset_sky = function(player)
core.set_default_sky(player)
core.set_default_clouds(player)
end
core.set_default_sky = function(player)
player:set_sky(nil, "regular", nil)
end
core.set_default_clouds = function(player)
player:set_clouds(core.default_clouds)
end
-- resolves latest skylayer based on added layer time
core.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
core.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 gradient color in {r, g, b} format
core.calculate_current_gradient_color = function(gradient_colors, min_val, max_val)
if gradient_colors == nil then return nil end
local timeofday = minetest.get_timeofday()
if min_val == nil then
min_val = core.settings.gradient_default_min_value
end
if max_val == nil then
max_val = core.settings.gradient_default_max_value
end
local rounded_time = math.floor(timeofday * max_val)
return core.convert_to_rgb(min_val, max_val, rounded_time, gradient_colors)
end
-- Returns current sky color in {r, g, b} format
core.get_current_layer_color = function(gradient_colors, min_val, max_val)
return core.calculate_current_gradient_color(gradient_colors, min_val, max_val)
end
-- Returns current cloud color in hex format
core.get_current_cloud_color = function(gradient_colors, min_val, max_val)
local rgb_color = core.calculate_current_gradient_color(gradient_colors, min_val, max_val)
if rgb_color == nil then return nil end
return colorise.rgb2hex({rgb_color.r, rgb_color.g, rgb_color.b})
end
core.update_sky_details = function(player, sky_layer)
local sky_data = sky_layer.sky_data
if sky_data == nil then
if sky_layer.reset_defaults == true then
core.set_default_sky(player)
sky_layer.reset_defaults = false
end
return
end
local sky_color = core.get_current_layer_color(
sky_data.gradient_colors,
sky_data.gradient_min_value,
sky_data.gradient_max_value)
local bgcolor = sky_data.bgcolor
if sky_color ~= nil then
bgcolor = sky_color
end
local sky_type = "plain" -- default
if sky_data.type ~= nil then
sky_type = sky_data.type
end
local clouds = sky_layer.clouds_data ~= nil
if sky_data.clouds ~= nil then
clouds = sky_data.clouds
end
player:set_sky(bgcolor, sky_type, sky_data.textures, clouds)
end
core.update_clouds_details = function(player, sky_layer)
clouds_data = sky_layer.clouds_data
if clouds_data == nil then
if sky_layer.reset_defaults == true then
core.set_default_clouds(player)
sky_layer.reset_defaults = false
end
return
end
local cloud_color = core.get_current_cloud_color(
clouds_data.gradient_colors,
clouds_data.gradient_min_value,
clouds_data.gradient_max_value)
if cloud_color == nil then
cloud_color = clouds_data.color
end
player:set_clouds({
color = cloud_color,
density = clouds_data.density,
ambient = clouds_data.ambient,
height = clouds_data.height,
thickness = clouds_data.thickness,
speed = clouds_data.speed})
end
core.update_sky = function(player, timer)
local player_data = core.get_player_data(player:get_player_name())
if player_data == nil then return end
local current_layer = core.get_latest_layer(player_data.skylayers)
if current_layer == nil then
return
end
if skylayer.update_interval == nil then
skylayer.update_interval = core.settings.update_interval
end
if player_data.last_active_layer == nil or player_data.last_active_layer ~= current_layer.name then
current_layer.reset_defaults = true
end
player_data.last_active_layer = current_layer.name
if current_layer.updated == false or core.timer >= skylayer.update_interval then
current_layer.updated = os.time()
core.update_sky_details(player, current_layer)
core.update_clouds_details(player, current_layer)
end
end
minetest.register_on_joinplayer(function(player)
if core.default_clouds == nil then
core.default_clouds = player:get_clouds()
end
end)
minetest.register_globalstep(function(dtime)
if core.settings.enabled == false then
return
end
if #minetest.get_connected_players() == 0 then
return
end
-- timer addition calculated outside of players loop
core.timer = core.timer + dtime;
for k, player in ipairs(minetest.get_connected_players()) do
core.update_sky(player, core.timer)
end
-- reset timer outside of loop to make sure that all players sky will be updated
if core.timer >= core.settings.update_interval then
core.timer = 0
end
end)
-------------------------
-- Sky Layers: API
-- License: MIT
-- Credits: xeranas
-------------------------
skylayer = {}
-- set flag for enable / disable skylayer
skylayer.is_enabled = function(enabled)
core.settings.enabled = enabled
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 = core.get_player_data(player_name)
if player_data == nil then
player_data = core.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 = core.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 = core.get_player_by_name(player_name)
if player ~= nil then
core.reset_sky(player)
end
end
return
end
end
end