Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Environment/DarkerNight.cs

109 lines
4.1 KiB
C#
Raw Normal View History

using StardewValley;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Revitalize.Framework.Illuminate;
using System.IO;
2018-12-25 04:36:03 +08:00
using Microsoft.Xna.Framework;
namespace Revitalize.Framework.Environment
{
/// <summary>
/// Deals with making night time darker in Stardew.
/// </summary>
public class DarkerNight
{
/// <summary>
/// Darkness intensity.
/// </summary>
public static float IncrediblyDark = 0.9f;
/// <summary>
/// Darkness intensity.
/// </summary>
public static float VeryDark = 0.75f;
/// <summary>
/// Darkness intensity.
/// </summary>
public static float SomewhatDark = 0.50f;
/// <summary>
/// The config file.
/// </summary>
public static DarkerNightConfig Config;
/// <summary>
/// The calculated night color.
/// </summary>
2018-12-25 04:36:03 +08:00
private static Color CalculatedColor;
/// <summary>
/// Initializes the config for DarkerNight.
/// </summary>
public static void InitializeConfig()
{
if (File.Exists(Path.Combine(Revitalize.ModCore.ModHelper.DirectoryPath, "Configs", "DarkerNightConfig.json")))
{
Config = Revitalize.ModCore.ModHelper.Data.ReadJsonFile<DarkerNightConfig>(Path.Combine("Configs", "DarkerNightConfig.json"));
}
else
{
Config = new DarkerNightConfig();
Revitalize.ModCore.ModHelper.Data.WriteJsonFile<DarkerNightConfig>(Path.Combine("Configs", "DarkerNightConfig.json"),Config);
}
}
/// <summary>
/// Sets the color of darkness at night.
/// </summary>
2018-12-25 04:36:03 +08:00
public static void SetDarkerColor()
{
if (Config.Enabled == false) return;
if (Game1.player == null) return;
if (Game1.player.currentLocation == null) return;
2018-12-25 04:36:03 +08:00
if (Game1.player.currentLocation.IsOutdoors && Game1.timeOfDay >= Game1.getStartingToGetDarkTime())
{
Game1.outdoorLight = CalculatedColor;
}
}
/// <summary>
/// Calculates how dark it should be a night.
/// </summary>
2018-12-25 04:36:03 +08:00
public static void CalculateDarkerNightColor()
{
if (Config.Enabled == false) return;
if (Game1.player == null) return;
if (Game1.player.currentLocation == null) return;
2018-12-25 04:36:03 +08:00
//Calculate original lighting.
if (Game1.timeOfDay >= Game1.getTrulyDarkTime())
{
float num = Math.Min(0.93f, (float)(0.75 + ((double)((int)((double)(Game1.timeOfDay - Game1.timeOfDay % 100) + (double)(Game1.timeOfDay % 100 / 10) * 16.6599998474121) - Game1.getTrulyDarkTime()) + (double)Game1.gameTimeInterval / 7000.0 * 16.6000003814697) * 0.000624999986030161));
Game1.outdoorLight = (Game1.isRaining ? Game1.ambientLight : Game1.eveningColor) * num;
}
else if (Game1.timeOfDay >= Game1.getStartingToGetDarkTime())
{
float num = Math.Min(0.93f, (float)(0.300000011920929 + ((double)((int)((double)(Game1.timeOfDay - Game1.timeOfDay % 100) + (double)(Game1.timeOfDay % 100 / 10) * 16.6599998474121) - Game1.getStartingToGetDarkTime()) + (double)Game1.gameTimeInterval / 7000.0 * 16.6000003814697) * 0.00224999990314245));
Game1.outdoorLight = (Game1.isRaining ? Game1.ambientLight : Game1.eveningColor) * num;
}
Revitalize.ModCore.log("OUT: " + Game1.outdoorLight);
int red = Game1.outdoorLight.R;
if (Game1.player.currentLocation.IsOutdoors && Game1.timeOfDay>= Game1.getStartingToGetDarkTime())
{
//Game1.ambientLight = Game1.ambientLight.GreyScaleAverage();
2018-12-25 04:36:03 +08:00
CalculatedColor = Game1.ambientLight* ( (red+30) / 255f) * Config.DarknessIntensity;
2018-12-25 04:36:03 +08:00
Revitalize.ModCore.log("OUT: " + CalculatedColor);
Revitalize.ModCore.log("Ambient"+Game1.ambientLight);
}
}
}
}