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Improve day-night cycle lightning effect #43

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fabio-t opened this issue Mar 12, 2018 · 0 comments
Open
3 tasks

Improve day-night cycle lightning effect #43

fabio-t opened this issue Mar 12, 2018 · 0 comments
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@fabio-t
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fabio-t commented Mar 12, 2018

  • convert all colours to HSB (hue, saturation, brightness). This must also encompass the templates, palettes etc. This should make the below easy, otherwise it's a headache. This also implies one important thing: we store (we'll probably need a ColHSB class with three float fields) and modify HSB float values, and only convert to Color class when absolutely needed, eg when rendering.

  • there should be two thresholds: the "hard" one, over which we cannot see anything, and a "soft" one, where we tweak the above-mentioned v value proportionally to distance and hour of the day. To decide: beyond the hard threshold we either show pure black, or it's a "shadow" like now.

  • evaluate if the following makes sense: hour of the day adds a cap to "sight", black colour is for beyond-sight, shadow-view is for what is shaded by obstacles but within our sight radius, proportional darkness (but with items and creatures visible) is applied during low-sun hours inside our view radius to both the visible and shadowed cells.

@fabio-t fabio-t added this to the 0.3.0 milestone Mar 12, 2018
@fabio-t fabio-t self-assigned this Mar 12, 2018
@fabio-t fabio-t modified the milestones: 0.3.0, 0.4.0 Mar 12, 2018
fabio-t added a commit that referenced this issue Mar 12, 2018
…he whole FOV. Still work to do in the future
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