2018-12-09 17:50:16 +02:00
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-- For more info on the day/night cycle and examples of cycles see: https://github.com/Refactorio/RedMew/wiki/Day-Night-cycle
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local Public = {}
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2018-12-09 21:55:39 +02:00
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local Debug = require 'utils.debug'
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2019-01-15 15:27:48 +02:00
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local math = require 'utils.math'
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2018-12-09 17:50:16 +02:00
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local day_night_cycle_keys = {
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'ticks_per_day',
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'dusk',
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'evening',
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'morning',
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'dawn',
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}
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--- Checks that a table has a valid day night cycle.
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local function check_cycle_validity(day_night_cycle)
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for _, required_key in pairs(day_night_cycle_keys) do
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if not day_night_cycle[required_key] then
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return false
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end
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end
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if (day_night_cycle['dusk'] > day_night_cycle['evening']) or
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(day_night_cycle['evening'] > day_night_cycle['morning']) or
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(day_night_cycle['morning'] > day_night_cycle['dawn']) then
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return false
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else
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return true
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end
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end
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--- Sets the day/night cycle according to the table it is given.
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-- @param day_night_cycle table containing keys: ticks_per_day, dusk, evening, morning, dawn
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-- @param surface the LuaSurface to set the day/night cycle of
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-- @returns boolean true if set properly
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-- @see Venus::world_settings
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Public.set_cycle = function(day_night_cycle, surface)
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if not check_cycle_validity(day_night_cycle) then
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error('Provided day/night cycle is invalid')
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return
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end
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if not surface.valid then
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error('Provided surface is invalid')
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return
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end
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surface.ticks_per_day = day_night_cycle.ticks_per_day
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surface.dusk = 0
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surface.evening = 0.001
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surface.morning = 0.002
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surface.dawn = day_night_cycle.dawn
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surface.morning = day_night_cycle.morning
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surface.evening = day_night_cycle.evening
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surface.dusk = day_night_cycle.dusk
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return true
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end
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--- Sets the brightness to a fixed level
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-- @param daylight number between 0.15 and 1 representing the percentage of daylight (0.15 brightness is the darkest available)
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-- @param surface the LuaSurface to set the day/night cycle of
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-- @return boolean true if time is set properly
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Public.set_fixed_brightness = function(daylight, surface)
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if not surface.valid then
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error('Provided surface is invalid')
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return
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end
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if daylight < 0.15 then
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error('Daylight set too low. 0.15 is the darkest available.')
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return
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elseif daylight > 1 then
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error('Daylight set too high. 1.00 is the lightest available.')
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return
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end
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-- Do some algebra to find the correct point in the daytime to freeze
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local brightness_slope = math.calculate_slope(surface.morning, 0.0, surface.dawn, 1)
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local y_intercept = math.calculate_y_intercept(surface.morning, 0.0, brightness_slope)
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local breakpoint = (daylight - y_intercept) / brightness_slope
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-- Set the daytime to the point we just calculated
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surface.daytime = breakpoint
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-- Freeze the day/night cycle
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surface.freeze_daytime = true
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Debug.print('breakpoint/surface_daytime: ' .. breakpoint .. '/' .. surface.daytime)
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Debug.print('brightness/surface_brightness: ' .. math.round(daylight, 2) .. '/' .. math.round((1 - surface.darkness), 2))
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if math.round(daylight, 2) == math.round((1 - surface.darkness), 2) then
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return true
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end
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end
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return Public
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