diff --git a/src/components/game/map/Effects.vue b/src/components/game/map/Effects.vue
index 22c51ef..d9448c9 100644
--- a/src/components/game/map/Effects.vue
+++ b/src/components/game/map/Effects.vue
@@ -106,26 +106,22 @@ const updateScene = () => {
     {}
   ) as { [key: string]: number }
 
-  const finalEffects = {...mapEffects,
-        light: timeBasedLight,
-        rain: weatherState.value.rainPercentage,
-        fog: weatherState.value.fogDensity }
+  const finalEffects = { ...mapEffects, light: timeBasedLight, rain: weatherState.value.rainPercentage, fog: weatherState.value.fogDensity }
   applyEffects(finalEffects)
 }
 
 const applyEffects = (effectValues: any) => {
   if (effects.light.value) {
-    const darkness = 1 - (effectValues.light) / 100
+    const darkness = 1 - effectValues.light / 100
     effects.light.value.clear().fillStyle(0x000000, darkness).fillRect(0, 0, window.innerWidth, window.innerHeight)
   }
 
   if (effects.rain.value) {
-    if (effectValues.rain.value)
-      effects.rain.value.start().setQuantity(effectValues.rain / 10)
+    if (effectValues.rain.value) effects.rain.value.start().setQuantity(effectValues.rain / 10)
     else effects.rain.value.stop()
   }
 
-  if (effectValues.fog.value && effects.fog.value) effects.fog.value.setAlpha(effectValues.fog/100);
+  if (effectValues.fog.value && effects.fog.value) effects.fog.value.setAlpha(effectValues.fog / 100)
 }
 
 // Linear Interpolation
@@ -133,7 +129,7 @@ const applyEffects = (effectValues: any) => {
 // a = 0 return x
 // a = 0.5 return (x+y)/2
 // a = 1 return y
-const lerp = (x:number,y:number,a:number) => x * (1-a) + y * a
+const lerp = (x: number, y: number, a: number) => x * (1 - a) + y * a
 
 const calculateLightStrength = (time: Date): number => {
   const hour = time.getHours()
@@ -142,19 +138,11 @@ const calculateLightStrength = (time: Date): number => {
   const totalMinutes = (hour - (LIGHT_CONFIG.SUNSET_HOUR - 2)) * 60 + minute
 
   //Transition from daylight to night
-  if (hour >= LIGHT_CONFIG.SUNSET_HOUR - LIGHT_CONFIG.TRANSITION_HOURS && hour < LIGHT_CONFIG.SUNSET_HOUR)
-    return lerp(LIGHT_CONFIG.DAY_STRENGTH, LIGHT_CONFIG.NIGHT_STRENGTH,
-      (hour+(minute/60)-(LIGHT_CONFIG.SUNSET_HOUR-LIGHT_CONFIG.TRANSITION_HOURS))/LIGHT_CONFIG.TRANSITION_HOURS)
-
+  if (hour >= LIGHT_CONFIG.SUNSET_HOUR - LIGHT_CONFIG.TRANSITION_HOURS && hour < LIGHT_CONFIG.SUNSET_HOUR) return lerp(LIGHT_CONFIG.DAY_STRENGTH, LIGHT_CONFIG.NIGHT_STRENGTH, (hour + minute / 60 - (LIGHT_CONFIG.SUNSET_HOUR - LIGHT_CONFIG.TRANSITION_HOURS)) / LIGHT_CONFIG.TRANSITION_HOURS)
   //Transition from sunrise to morning
-  else if (hour >= LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNRISE_HOUR + LIGHT_CONFIG.TRANSITION_HOURS)
-    return lerp(LIGHT_CONFIG.NIGHT_STRENGTH, LIGHT_CONFIG.DAY_STRENGTH,
-      (hour+(minute/60)-LIGHT_CONFIG.SUNRISE_HOUR)/LIGHT_CONFIG.TRANSITION_HOURS)
-
-  else if (hour > LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNSET_HOUR)
-      return LIGHT_CONFIG.DAY_STRENGTH
-  else
-      return LIGHT_CONFIG.NIGHT_STRENGTH
+  else if (hour >= LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNRISE_HOUR + LIGHT_CONFIG.TRANSITION_HOURS) return lerp(LIGHT_CONFIG.NIGHT_STRENGTH, LIGHT_CONFIG.DAY_STRENGTH, (hour + minute / 60 - LIGHT_CONFIG.SUNRISE_HOUR) / LIGHT_CONFIG.TRANSITION_HOURS)
+  else if (hour > LIGHT_CONFIG.SUNRISE_HOUR && hour < LIGHT_CONFIG.SUNSET_HOUR) return LIGHT_CONFIG.DAY_STRENGTH
+  else return LIGHT_CONFIG.NIGHT_STRENGTH
 }
 
 // Socket and window handlers
@@ -178,9 +166,12 @@ const handleResize = () => {
 }
 
 // Lifecycle
-watch(() => mapObject.value, () => {
-  updateScene()
-})
+watch(
+  () => mapObject.value,
+  () => {
+    updateScene()
+  }
+)
 
 onMounted(() => window.addEventListener('resize', handleResize))