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

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using System;
using System.IO;
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using Microsoft.Xna.Framework;
using StardewValley;
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>
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private static Color CalculatedColor;
/// <summary>Initializes the config for DarkerNight.</summary>
public static void InitializeConfig()
{
if (File.Exists(Path.Combine(ModCore.ModHelper.DirectoryPath, "Configs", "DarkerNightConfig.json")))
Config = ModCore.ModHelper.Data.ReadJsonFile<DarkerNightConfig>(Path.Combine("Configs", "DarkerNightConfig.json"));
else
{
Config = new DarkerNightConfig();
ModCore.ModHelper.Data.WriteJsonFile<DarkerNightConfig>(Path.Combine("Configs", "DarkerNightConfig.json"), Config);
}
}
/// <summary>Sets the color of darkness at night.</summary>
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public static void SetDarkerColor()
{
if (!Config.Enabled || Game1.player?.currentLocation == null)
return;
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if (Game1.player.currentLocation.IsOutdoors && Game1.timeOfDay >= Game1.getStartingToGetDarkTime())
Game1.outdoorLight = CalculatedColor;
}
/// <summary>Calculates how dark it should be a night.</summary>
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public static void CalculateDarkerNightColor()
{
if (!Config.Enabled || Game1.player?.currentLocation == null)
return;
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//Calculate original lighting.
if (Game1.timeOfDay >= Game1.getTrulyDarkTime())
{
float num = Math.Min(0.93f, (float)(0.75 + ((int)(Game1.timeOfDay - Game1.timeOfDay % 100 + Game1.timeOfDay % 100 / 10 * 16.6599998474121) - Game1.getTrulyDarkTime() + Game1.gameTimeInterval / 7000.0 * 16.6000003814697) * 0.000624999986030161));
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Game1.outdoorLight = (Game1.isRaining ? Game1.ambientLight : Game1.eveningColor) * num;
}
else if (Game1.timeOfDay >= Game1.getStartingToGetDarkTime())
{
float num = Math.Min(0.93f, (float)(0.300000011920929 + ((int)(Game1.timeOfDay - Game1.timeOfDay % 100 + Game1.timeOfDay % 100 / 10 * 16.6599998474121) - Game1.getStartingToGetDarkTime() + Game1.gameTimeInterval / 7000.0 * 16.6000003814697) * 0.00224999990314245));
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Game1.outdoorLight = (Game1.isRaining ? Game1.ambientLight : Game1.eveningColor) * num;
}
ModCore.log("OUT: " + Game1.outdoorLight);
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int red = Game1.outdoorLight.R;
if (Game1.player.currentLocation.IsOutdoors && Game1.timeOfDay >= Game1.getStartingToGetDarkTime())
{
//Game1.ambientLight = Game1.ambientLight.GreyScaleAverage();
CalculatedColor = Game1.ambientLight * ((red + 30) / 255f) * Config.DarknessIntensity;
ModCore.log("OUT: " + CalculatedColor);
ModCore.log("Ambient" + Game1.ambientLight);
}
}
}
}