Core/DynamicInfo: rename some parameters according packet definitions

Port From (https://github.com/TrinityCore/TrinityCore/commit/5e178b30fab3506ee028554c116785a55e26a740)
This commit is contained in:
hondacrx
2022-01-07 10:50:34 -05:00
parent dee852d202
commit 131e2c7815
4 changed files with 57 additions and 57 deletions
+36 -36
View File
@@ -92,13 +92,13 @@ namespace Game
public class Weather
{
public Weather(uint zone, WeatherData weatherChances)
public Weather(uint zoneId, WeatherData weatherChances)
{
m_zone = zone;
m_zone = zoneId;
m_weatherChances = weatherChances;
m_timer.SetInterval(10 * Time.Minute * Time.InMilliseconds);
m_type = WeatherType.Fine;
m_grade = 0;
m_intensity = 0;
//Log.outInfo(LogFilter.General, "WORLD: Starting weather system for zone {0} (change every {1} minutes).", m_zone, (m_timer.GetInterval() / (Time.Minute * Time.InMilliseconds)));
}
@@ -132,7 +132,7 @@ namespace Game
if (m_weatherChances == null)
{
m_type = WeatherType.Fine;
m_grade = 0.0f;
m_intensity = 0.0f;
return false;
}
@@ -148,7 +148,7 @@ namespace Game
// remember old values
WeatherType old_type = m_type;
float old_grade = m_grade;
float old_intensity = m_intensity;
long gtime = GameTime.GetGameTime();
var ltime = Time.UnixTimeToDateTime(gtime).ToLocalTime();
@@ -158,21 +158,21 @@ namespace Game
Log.outError(LogFilter.Server, "Generating a change in {0} weather for zone {1}.", seasonName[season], m_zone);
if ((u < 60) && (m_grade < 0.33333334f)) // Get fair
if ((u < 60) && (m_intensity < 0.33333334f)) // Get fair
{
m_type = WeatherType.Fine;
m_grade = 0.0f;
m_intensity = 0.0f;
}
if ((u < 60) && (m_type != WeatherType.Fine)) // Get better
{
m_grade -= 0.33333334f;
m_intensity -= 0.33333334f;
return true;
}
if ((u < 90) && (m_type != WeatherType.Fine)) // Get worse
{
m_grade += 0.33333334f;
m_intensity += 0.33333334f;
return true;
}
@@ -183,25 +183,25 @@ namespace Game
// if medium . change weather type
// if heavy . 50% light, 50% change weather type
if (m_grade < 0.33333334f)
if (m_intensity < 0.33333334f)
{
m_grade = 0.9999f; // go nuts
m_intensity = 0.9999f; // go nuts
return true;
}
else
{
if (m_grade > 0.6666667f)
if (m_intensity > 0.6666667f)
{
// Severe change, but how severe?
uint rnd = RandomHelper.URand(0, 99);
if (rnd < 50)
{
m_grade -= 0.6666667f;
m_intensity -= 0.6666667f;
return true;
}
}
m_type = WeatherType.Fine; // clear up
m_grade = 0;
m_intensity = 0;
}
}
@@ -227,29 +227,29 @@ namespace Game
if (m_type == WeatherType.Fine)
{
m_grade = 0.0f;
m_intensity = 0.0f;
}
else if (u < 90)
{
m_grade = (float)RandomHelper.NextDouble() * 0.3333f;
m_intensity = (float)RandomHelper.NextDouble() * 0.3333f;
}
else
{
// Severe change, but how severe?
rn = RandomHelper.URand(0, 99);
if (rn < 50)
m_grade = (float)RandomHelper.NextDouble() * 0.3333f + 0.3334f;
m_intensity = (float)RandomHelper.NextDouble() * 0.3333f + 0.3334f;
else
m_grade = (float)RandomHelper.NextDouble() * 0.3333f + 0.6667f;
m_intensity = (float)RandomHelper.NextDouble() * 0.3333f + 0.6667f;
}
// return true only in case weather changes
return m_type != old_type || m_grade != old_grade;
return m_type != old_type || m_intensity != old_intensity;
}
public void SendWeatherUpdateToPlayer(Player player)
{
WeatherPkt weather = new(GetWeatherState(), m_grade);
WeatherPkt weather = new(GetWeatherState(), m_intensity);
player.SendPacket(weather);
}
@@ -265,14 +265,14 @@ namespace Game
return false;
// Send the weather packet to all players in this zone
if (m_grade >= 1)
m_grade = 0.9999f;
else if (m_grade < 0)
m_grade = 0.0001f;
if (m_intensity >= 1)
m_intensity = 0.9999f;
else if (m_intensity < 0)
m_intensity = 0.0001f;
WeatherState state = GetWeatherState();
WeatherPkt weather = new(state, m_grade);
WeatherPkt weather = new(state, m_intensity);
//- Returns false if there were no players found to update
if (!Global.WorldMgr.SendZoneMessage(m_zone, weather))
@@ -325,45 +325,45 @@ namespace Game
}
Log.outInfo(LogFilter.Server, "Change the weather of zone {0} to {1}.", m_zone, wthstr);
Global.ScriptMgr.OnWeatherChange(this, state, m_grade);
Global.ScriptMgr.OnWeatherChange(this, state, m_intensity);
return true;
}
public void SetWeather(WeatherType type, float grade)
{
if (m_type == type && m_grade == grade)
if (m_type == type && m_intensity == grade)
return;
m_type = type;
m_grade = grade;
m_intensity = grade;
UpdateWeather();
}
public WeatherState GetWeatherState()
{
if (m_grade < 0.27f)
if (m_intensity < 0.27f)
return WeatherState.Fine;
switch (m_type)
{
case WeatherType.Rain:
if (m_grade < 0.40f)
if (m_intensity < 0.40f)
return WeatherState.LightRain;
else if (m_grade < 0.70f)
else if (m_intensity < 0.70f)
return WeatherState.MediumRain;
else
return WeatherState.HeavyRain;
case WeatherType.Snow:
if (m_grade < 0.40f)
if (m_intensity < 0.40f)
return WeatherState.LightSnow;
else if (m_grade < 0.70f)
else if (m_intensity < 0.70f)
return WeatherState.MediumSnow;
else
return WeatherState.HeavySnow;
case WeatherType.Storm:
if (m_grade < 0.40f)
if (m_intensity < 0.40f)
return WeatherState.LightSandstorm;
else if (m_grade < 0.70f)
else if (m_intensity < 0.70f)
return WeatherState.MediumSandstorm;
else
return WeatherState.HeavySandstorm;
@@ -382,7 +382,7 @@ namespace Game
uint m_zone;
WeatherType m_type;
float m_grade;
float m_intensity;
IntervalTimer m_timer = new();
WeatherData m_weatherChances;
}