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Fix rain light levels so that day rain is brighter and night rain is darker
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@ -1,6 +1,8 @@
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local mods_loaded = false
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local NIGHT_VISION_RATIO = 0.45
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local MINIMUM_LIGHT_LEVEL = 0.2
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local water_color = "#3F76E4"
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local mg_name = minetest.get_mapgen_setting("mg_name")
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@ -45,6 +47,24 @@ function mcl_weather.set_sky_color(player, def)
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})
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end
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-- Function to work out light modifier at different times
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-- Noon is brightest, midnight is darkest, 0600 and 18000 is in the middle of this
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local function get_light_modifier(time)
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-- 0.1 = 0.2
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-- 0.4 = 0.8
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-- 0.5 = 1
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-- 0.6 = 0.8
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-- 0.9 = 0.2
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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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return light_multiplier
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end
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mcl_weather.skycolor = {
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-- Should be activated before do any effect.
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active = true,
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@ -216,33 +236,8 @@ mcl_weather.skycolor = {
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mcl_weather.skycolor.override_day_night_ratio(player, 1)
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elseif light_factor then
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local time = minetest.get_timeofday()
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-- 0.5 = 1
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-- 0 = 0
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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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local minimum_light_level = 0.10
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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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local light_multiplier = get_light_modifier(time)
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local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
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mcl_weather.skycolor.override_day_night_ratio(player, new_light)
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else
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mcl_weather.skycolor.override_day_night_ratio(player, nil)
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