forked from VoxeLibre/VoxeLibre
Fix for light night rain and dark day rain issue
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ce1393af0c
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@ -211,17 +211,39 @@ mcl_weather.skycolor = {
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player:set_moon({visible = false})
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player:set_moon({visible = false})
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player:set_stars({visible = false})
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player:set_stars({visible = false})
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local lf = mcl_weather.get_current_light_factor()
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local light_factor = mcl_weather.get_current_light_factor()
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if mcl_weather.skycolor.current_layer_name() == "lightning" then
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if mcl_weather.skycolor.current_layer_name() == "lightning" then
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mcl_weather.skycolor.override_day_night_ratio(player, 1)
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mcl_weather.skycolor.override_day_night_ratio(player, 1)
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elseif lf then
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elseif light_factor then
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local w = minetest.get_timeofday()
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local time = minetest.get_timeofday()
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local light = (w * (lf*2))
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-- 0.5 = 1
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if light > 1 then
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-- 0 = 0
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light = 1 - (light - 1)
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-- 0.99 = 0
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-- greater than 0.5, is
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-- less than 0.5 = time / 0.5
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-- 0.6 = 0.8
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-- 0.9 = 0.2
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-- 0.6 = 0.4
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-- 0.9 = 0.1
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-- 2 * (1 - time)
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local light_multiplier = time * 2
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if time > 0.5 then
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light_multiplier = 2 * (1 - time)
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else
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light_multiplier = time / 0.5
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end
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end
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light = (light * lf) + 0.15
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local minimum_light_level = 0.10
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mcl_weather.skycolor.override_day_night_ratio(player, light)
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minetest.log("New light_multiplier: " .. tostring(light_multiplier))
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local new_light = (light_factor * (light_multiplier * (1-minimum_light_level))) + minimum_light_level
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minetest.log("new_light: " .. tostring(new_light))
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mcl_weather.skycolor.override_day_night_ratio(player, new_light)
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else
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else
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mcl_weather.skycolor.override_day_night_ratio(player, nil)
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mcl_weather.skycolor.override_day_night_ratio(player, nil)
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end
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end
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