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