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