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day phases
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@ -22,6 +22,6 @@ object RainGradientSetGameEventHandler : GameEventHandler {
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override val RESOURCE_LOCATION: ResourceLocation = "minecraft:rain_gradient_set".toResourceLocation()
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override fun handle(data: Float, connection: PlayConnection) {
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connection.world.weather = connection.world.weather.copy(rainGradient = data)
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connection.world.weather = connection.world.weather.copy(rain = data)
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}
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}
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@ -22,6 +22,6 @@ object ThunderGradientSetGameEventHandler : GameEventHandler {
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override val RESOURCE_LOCATION: ResourceLocation = "minecraft:thunder_gradient_set".toResourceLocation()
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override fun handle(data: Float, connection: PlayConnection) {
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connection.world.weather = connection.world.weather.copy(thunderGradient = data)
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connection.world.weather = connection.world.weather.copy(thunder = data)
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}
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}
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@ -22,6 +22,6 @@ object RainStartGameEventHandler : GameEventHandler {
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override val RESOURCE_LOCATION: ResourceLocation = "minecraft:rain_start".toResourceLocation()
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override fun handle(data: Float, connection: PlayConnection) {
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connection.world.weather = connection.world.weather.copy(raining = true, rainGradient = 1.0f)
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connection.world.weather = connection.world.weather.copy(rain = 1.0f)
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}
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}
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@ -22,6 +22,6 @@ object RainStopGameEventHandler : GameEventHandler {
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override val RESOURCE_LOCATION: ResourceLocation = "minecraft:rain_stop".toResourceLocation()
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override fun handle(data: Float, connection: PlayConnection) {
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connection.world.weather = connection.world.weather.copy(raining = false, rainGradient = 0.0f)
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connection.world.weather = connection.world.weather.copy(rain = 0.0f)
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}
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}
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@ -0,0 +1,41 @@
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/*
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* Minosoft
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* Copyright (C) 2020-2022 Moritz Zwerger
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*
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
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*
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* This software is not affiliated with Mojang AB, the original developer of Minecraft.
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*/
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package de.bixilon.minosoft.data.world.time
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enum class DayPhases(private val progressCalculator: (Int) -> Float) {
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SUNRISE({ (it - 23000) / 1000.0f }),
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DAY({ it / 12000.0f }),
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SUNSET({ (it - 12000) / 1000.0f }), // I love this song: https://www.youtube.com/watch?v=URma_gu1aNE
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NIGHT({ (it - 13000) / 10000.9f }),
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;
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fun getProgress(time: Int): Float {
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return progressCalculator(time)
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}
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companion object {
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fun of(time: Int): DayPhases {
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if (time > 23000) {
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return SUNRISE
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}
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if (time < 12000) {
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return DAY
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}
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if (time in 12000 until 13000) {
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return SUNSET
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}
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return NIGHT
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}
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}
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}
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@ -30,6 +30,7 @@ class WorldTime(
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val cycling = time >= 0
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val moonPhase = MoonPhases[age.toInt() % ProtocolDefinition.TICKS_PER_DAY % MoonPhases.VALUES.size] // ToDo: Verify
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val phase = DayPhases.of(time)
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val skyAngle: Float
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@ -46,9 +47,8 @@ class WorldTime(
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base = base.clamp(0.0, 1.0)
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base = 1.0 - base
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base *= 1.0 - ((world.weather.rainGradient * 5.0) / 16.0)
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base *= 1.0 - (((world.weather.thunderGradient * world.weather.rainGradient) * 5.0) / 16.0)
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base *= 1.0 - ((world.weather.rain * 5.0) / 16.0)
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base *= 1.0 - (((world.weather.thunder * world.weather.rain) * 5.0) / 16.0)
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return base * 0.8 + 0.2
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}
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}
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@ -14,7 +14,8 @@
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package de.bixilon.minosoft.data.world.weather
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data class WorldWeather(
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val raining: Boolean = false,
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val rainGradient: Float = 0.0f,
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val thunderGradient: Float = 0.0f,
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)
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val rain: Float = 0.0f,
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val thunder: Float = 0.0f,
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) {
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val raining: Boolean get() = rain > 0.0f
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}
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@ -21,6 +21,7 @@ import de.bixilon.minosoft.data.text.formatting.color.ChatColors
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import de.bixilon.minosoft.data.text.formatting.color.RGBColor
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import de.bixilon.minosoft.data.text.formatting.color.RGBColor.Companion.asColor
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import de.bixilon.minosoft.data.world.positions.ChunkPositionUtil.chunkPosition
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import de.bixilon.minosoft.data.world.time.DayPhases
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import de.bixilon.minosoft.data.world.time.WorldTime
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import de.bixilon.minosoft.gui.rendering.sky.SkyChildRenderer
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import de.bixilon.minosoft.gui.rendering.sky.SkyRenderer
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@ -123,6 +124,30 @@ class SkyboxRenderer(
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return RGBColor(red / count, green / count, blue / count)
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}
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private fun calculateThunder(rain: Float, thunder: Float): RGBColor {
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return ChatColors.DARK_GRAY
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}
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private fun calculateRain(rain: Float): RGBColor {
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return ChatColors.GRAY
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}
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private fun calculateSunrise(progress: Float): RGBColor {
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return ChatColors.YELLOW
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}
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private fun calculateDaytime(progress: Float): RGBColor {
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return ChatColors.BLUE
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}
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private fun calculateSunset(progress: Float): RGBColor {
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return ChatColors.RED
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}
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private fun calculateNight(progress: Float): RGBColor {
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return ChatColors.DARK_BLUE
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}
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private fun calculateSkyColor(): RGBColor? {
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val properties = sky.properties
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if (properties.fixedTexture != null) {
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@ -135,18 +160,22 @@ class SkyboxRenderer(
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}
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val weather = sky.renderWindow.connection.world.weather
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if (weather.thunderGradient > 0.0f) {
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return ChatColors.DARK_GRAY
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if (weather.thunder > 0.0f) {
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return calculateThunder(weather.rain, weather.thunder)
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}
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if (weather.raining) {
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return ChatColors.GRAY
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return calculateRain(weather.rain)
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}
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if (time.time in 13000..23000) {
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return ChatColors.DARK_BLUE
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}
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val phase = time.phase
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val progress = phase.getProgress(time.time)
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return ChatColors.BLUE
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return when (phase) {
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DayPhases.SUNRISE -> calculateSunrise(progress)
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DayPhases.DAY -> calculateDaytime(progress)
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DayPhases.SUNSET -> calculateSunset(progress)
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DayPhases.NIGHT -> calculateNight(progress)
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}
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}
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companion object {
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