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https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 09:40:50 +02:00
set viridian to night time lighting
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@@ -92,6 +92,18 @@ return function(game)
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U.shot(game, DIR .. "/50_indoor_at_night.png")
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end
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-- ------- the forest, where only the TINT of it reaches: night falls
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-- through the canopy, but there is no sky and the noon light stays put
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setTime("night")
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if game.data.maps.VIRIDIAN_FOREST then
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U.teleport(game, "VIRIDIAN_FOREST", 17, 20, "up")
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U.wait(120)
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U.shot(game, DIR .. "/51_forest_night.png")
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setTime("day")
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U.wait(30)
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U.shot(game, DIR .. "/52_forest_day.png")
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end
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setTime("day")
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U.log("done -- " .. DIR)
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end
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@@ -2106,6 +2106,24 @@ Voxel3D.tint = { 1, 1, 1 }
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Voxel3D.vp = nil
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end
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-- ------- night falls in the forest
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--
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-- Viridian Forest is not outdoor (no sky, and the light through the leaves
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-- has no direction to swing) and not a sealed room either. Of everything
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-- the clock does, exactly one thing reaches a canopy map: the hour's tint.
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-- The scenes wire it as tint(outdoor or isCanopy(map)) over the unchanged
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-- noon rig, so what is checked here is the classification itself.
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do
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local DayNight = run.loader.exports.DRAMATIC_SHAPE.lib.require("DayNight")
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T.check(DayNight.isCanopy({ id = "VIRIDIAN_FOREST" }),
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"Viridian Forest stands under a canopy")
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T.check(not DayNight.isCanopy({ id = "MT_MOON_1F" }),
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"a cave does not -- midnight there is exactly as dark as noon")
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T.check(not DayNight.isCanopy({ id = "PALLET_TOWN" }),
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"and an outdoor town is already the clock's in full")
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T.check(not DayNight.isCanopy(nil), "no map, no canopy")
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end
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-- ------- a shadow keeps hold of the feet that throw it
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--
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-- The depth compare forgives `slack` world pixels so lit ground does not
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