internal void LoadRandomPattern() { NewWePattern = RandomWeatherPattern(); OldWePattern = RandomWeatherPattern(); NewWePattern.OnBeginUse(); OldWePattern.OnBeginUse(); CurWindPattern = WindPatterns[Rand.NextInt(WindPatterns.Length)]; CurWindPattern.OnBeginUse(); CurWeatherEvent = RandomWeatherEvent(); CurWeatherEvent.OnBeginUse(); Weight = 1; wsServer?.SendWeatherStateUpdate(new WeatherState() { RegionX = regionX, RegionZ = regionZ, NewPattern = NewWePattern.State, OldPattern = OldWePattern.State, WindPattern = CurWindPattern.State, WeatherEvent = CurWeatherEvent?.State, TransitionDelay = 0, Transitioning = false, Weight = Weight, updateInstant = false, LcgCurrentSeed = Rand.currentSeed, LcgMapGenSeed = Rand.mapGenSeed, LcgWorldSeed = Rand.worldSeed }); }
public void TickEvery25ms(float dt) { if (ws.api.Side == EnumAppSide.Client) { clientUpdate(dt); } else { double nowTotalHours = ws.api.World.Calendar.TotalHours; while (nowTotalHours - LastUpdateTotalHours > 1) { TickEveryInGameHourServer(LastUpdateTotalHours); LastUpdateTotalHours++; } } if (Transitioning) { float speed = ws.api.World.Calendar.SpeedOfTime / 60f; Weight += dt / TransitionDelay * speed; if (Weight > 1) { Transitioning = false; Weight = 1; } } else { if (ws.autoChangePatterns && ws.api.Side == EnumAppSide.Server && ws.api.World.Calendar.TotalHours > NewWePattern.State.ActiveUntilTotalHours) { TriggerTransition(); } } if (ws.autoChangePatterns && ws.api.Side == EnumAppSide.Server) { bool sendPacket = false; if (ws.api.World.Calendar.TotalHours > CurWindPattern.State.ActiveUntilTotalHours) { CurWindPattern = WindPatterns[Rand.NextInt(WindPatterns.Length)]; CurWindPattern.OnBeginUse(); sendPacket = true; } if (ws.api.World.Calendar.TotalHours > CurWeatherEvent.State.ActiveUntilTotalHours || CurWeatherEvent.ShouldStop(weatherData.climateCond.Rainfall, weatherData.climateCond.Temperature)) { CurWeatherEvent = RandomWeatherEvent(); CurWeatherEvent.OnBeginUse(); sendPacket = true; } if (sendPacket) { wsServer.SendWeatherStateUpdate(new WeatherState() { RegionX = regionX, RegionZ = regionZ, NewPattern = NewWePattern.State, OldPattern = OldWePattern.State, WindPattern = CurWindPattern.State, WeatherEvent = CurWeatherEvent?.State, TransitionDelay = TransitionDelay, Transitioning = Transitioning, Weight = Weight, LcgCurrentSeed = Rand.currentSeed, LcgMapGenSeed = Rand.mapGenSeed, LcgWorldSeed = Rand.worldSeed }); } } NewWePattern.Update(dt); OldWePattern.Update(dt); CurWindPattern.Update(dt); CurWeatherEvent.Update(dt); float curWindSpeed = weatherData.curWindSpeed.X; float targetWindSpeed = (float)GetWindSpeed(ws.api.World.SeaLevel); curWindSpeed += GameMath.Clamp((targetWindSpeed - curWindSpeed) * dt, -0.001f, 0.001f); weatherData.curWindSpeed.X = curWindSpeed; quarterSecAccum += dt; if (quarterSecAccum > 0.25f) { regionCenterPos.Y = ws.api.World.BlockAccessor.GetRainMapHeightAt(regionCenterPos); if (regionCenterPos.Y == 0) { regionCenterPos.Y = ws.api.World.SeaLevel; // Map chunk might not be loaded. In that case y will be 0. } ClimateCondition nowcond = ws.api.World.BlockAccessor.GetClimateAt(regionCenterPos); if (nowcond != null) { weatherData.climateCond = nowcond; } quarterSecAccum = 0; } weatherData.BlendedPrecType = CurWeatherEvent.State.PrecType; }