Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
This commit is contained in:
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Database;
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using Game.Entities;
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using Game.Network.Packets;
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using System.Collections.Generic;
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namespace Game
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{
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public class WeatherManager : Singleton<WeatherManager>
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{
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WeatherManager() { }
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public void LoadWeatherData()
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{
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uint oldMSTime = Time.GetMSTime();
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uint count = 0;
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SQLResult result = DB.World.Query("SELECT zone, spring_rain_chance, spring_snow_chance, spring_storm_chance," +
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"summer_rain_chance, summer_snow_chance, summer_storm_chance, fall_rain_chance, fall_snow_chance, fall_storm_chance," +
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"winter_rain_chance, winter_snow_chance, winter_storm_chance, ScriptName FROM game_weather");
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if (result.IsEmpty())
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{
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Log.outError(LogFilter.ServerLoading, "Loaded 0 weather definitions. DB table `game_weather` is empty.");
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return;
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}
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do
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{
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uint zone_id = result.Read<uint>(0);
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WeatherData wzc = new WeatherData();
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for (byte season = 0; season < 4; ++season)
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{
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wzc.data[season].rainChance = result.Read<byte>(season * (4 - 1) + 1);
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wzc.data[season].snowChance = result.Read<byte>(season * (4 - 1) + 2);
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wzc.data[season].stormChance = result.Read<byte>(season * (4 - 1) + 3);
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if (wzc.data[season].rainChance > 100)
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{
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wzc.data[season].rainChance = 25;
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Log.outError(LogFilter.Sql, "Weather for zone {0} season {1} has wrong rain chance > 100%", zone_id, season);
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}
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if (wzc.data[season].snowChance > 100)
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{
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wzc.data[season].snowChance = 25;
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Log.outError(LogFilter.Sql, "Weather for zone {0} season {1} has wrong snow chance > 100%", zone_id, season);
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}
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if (wzc.data[season].stormChance > 100)
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{
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wzc.data[season].stormChance = 25;
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Log.outError(LogFilter.Sql, "Weather for zone {0} season {1} has wrong storm chance > 100%", zone_id, season);
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}
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}
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wzc.ScriptId = Global.ObjectMgr.GetScriptId(result.Read<string>(13));
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_weatherData[zone_id] = wzc;
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++count;
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}
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while (result.NextRow());
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Log.outInfo(LogFilter.ServerLoading, "Loaded {0} weather definitions in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime));
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}
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public WeatherData GetWeatherData(uint zone_id)
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{
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return _weatherData.LookupByKey(zone_id);
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}
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Dictionary<uint, WeatherData> _weatherData = new Dictionary<uint, WeatherData>();
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}
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public class Weather
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{
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public Weather(uint zone, WeatherData weatherChances)
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{
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m_zone = zone;
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m_weatherChances = weatherChances;
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m_timer.SetInterval(10 * Time.Minute * Time.InMilliseconds);
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m_type = WeatherType.Fine;
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m_grade = 0;
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//Log.outInfo(LogFilter.General, "WORLD: Starting weather system for zone {0} (change every {1} minutes).", m_zone, (m_timer.GetInterval() / (Time.Minute * Time.InMilliseconds)));
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}
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public bool Update(uint diff)
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{
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if (m_timer.GetCurrent() >= 0)
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m_timer.Update(diff);
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else
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m_timer.SetCurrent(0);
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// If the timer has passed, ReGenerate the weather
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if (m_timer.Passed())
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{
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m_timer.Reset();
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// update only if Regenerate has changed the weather
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if (ReGenerate())
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{
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// Weather will be removed if not updated (no players in zone anymore)
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if (!UpdateWeather())
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return false;
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}
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}
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Global.ScriptMgr.OnWeatherUpdate(this, diff);
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return true;
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}
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public bool ReGenerate()
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{
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if (m_weatherChances == null)
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{
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m_type = WeatherType.Fine;
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m_grade = 0.0f;
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return false;
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}
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/// Weather statistics:
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// 30% - no change
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// 30% - weather gets better (if not fine) or change weather type
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// 30% - weather worsens (if not fine)
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// 10% - radical change (if not fine)
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uint u = RandomHelper.URand(0, 99);
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if (u < 30)
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return false;
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// remember old values
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WeatherType old_type = m_type;
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float old_grade = m_grade;
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long gtime = Global.WorldMgr.GetGameTime();
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var ltime = Time.UnixTimeToDateTime(gtime).ToLocalTime();
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uint season = (uint)((ltime.DayOfYear - 78 + 365) / 91) % 4;
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string[] seasonName = { "spring", "summer", "fall", "winter" };
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Log.outError(LogFilter.Server, "Generating a change in {0} weather for zone {1}.", seasonName[season], m_zone);
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if ((u < 60) && (m_grade < 0.33333334f)) // Get fair
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{
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m_type = WeatherType.Fine;
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m_grade = 0.0f;
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}
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if ((u < 60) && (m_type != WeatherType.Fine)) // Get better
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{
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m_grade -= 0.33333334f;
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return true;
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}
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if ((u < 90) && (m_type != WeatherType.Fine)) // Get worse
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{
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m_grade += 0.33333334f;
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return true;
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}
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if (m_type != WeatherType.Fine)
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{
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/// Radical change:
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// if light . heavy
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// if medium . change weather type
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// if heavy . 50% light, 50% change weather type
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if (m_grade < 0.33333334f)
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{
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m_grade = 0.9999f; // go nuts
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return true;
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}
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else
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{
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if (m_grade > 0.6666667f)
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{
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// Severe change, but how severe?
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uint rnd = RandomHelper.URand(0, 99);
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if (rnd < 50)
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{
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m_grade -= 0.6666667f;
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return true;
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}
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}
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m_type = WeatherType.Fine; // clear up
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m_grade = 0;
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}
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}
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// At this point, only weather that isn't doing anything remains but that have weather data
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uint chance1 = m_weatherChances.data[season].rainChance;
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uint chance2 = chance1 + m_weatherChances.data[season].snowChance;
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uint chance3 = chance2 + m_weatherChances.data[season].stormChance;
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uint rn = RandomHelper.URand(1, 100);
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if (rn <= chance1)
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m_type = WeatherType.Rain;
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else if (rn <= chance2)
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m_type = WeatherType.Snow;
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else if (rn <= chance3)
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m_type = WeatherType.Storm;
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else
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m_type = WeatherType.Fine;
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// New weather statistics (if not fine):
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// 85% light
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// 7% medium
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// 7% heavy
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// If fine 100% sun (no fog)
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if (m_type == WeatherType.Fine)
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{
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m_grade = 0.0f;
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}
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else if (u < 90)
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{
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m_grade = (float)RandomHelper.NextDouble() * 0.3333f;
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}
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else
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{
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// Severe change, but how severe?
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rn = RandomHelper.URand(0, 99);
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if (rn < 50)
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m_grade = (float)RandomHelper.NextDouble() * 0.3333f + 0.3334f;
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else
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m_grade = (float)RandomHelper.NextDouble() * 0.3333f + 0.6667f;
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}
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// return true only in case weather changes
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return m_type != old_type || m_grade != old_grade;
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}
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public void SendWeatherUpdateToPlayer(Player player)
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{
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WeatherPkt weather = new WeatherPkt(GetWeatherState(), m_grade);
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player.SendPacket(weather);
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}
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public static void SendFineWeatherUpdateToPlayer(Player player)
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{
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player.SendPacket(new WeatherPkt(WeatherState.Fine));
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}
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public bool UpdateWeather()
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{
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Player player = Global.WorldMgr.FindPlayerInZone(m_zone);
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if (player == null)
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return false;
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// Send the weather packet to all players in this zone
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if (m_grade >= 1)
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m_grade = 0.9999f;
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else if (m_grade < 0)
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m_grade = 0.0001f;
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WeatherState state = GetWeatherState();
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WeatherPkt weather = new WeatherPkt(state, m_grade);
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//- Returns false if there were no players found to update
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if (!Global.WorldMgr.SendZoneMessage(m_zone, weather))
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return false;
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// Log the event
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string wthstr;
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switch (state)
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{
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case WeatherState.Fog:
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wthstr = "fog";
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break;
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case WeatherState.LightRain:
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wthstr = "light rain";
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break;
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case WeatherState.MediumRain:
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wthstr = "medium rain";
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break;
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case WeatherState.HeavyRain:
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wthstr = "heavy rain";
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break;
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case WeatherState.LightSnow:
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wthstr = "light snow";
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break;
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case WeatherState.MediumSnow:
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wthstr = "medium snow";
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break;
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case WeatherState.HeavySnow:
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wthstr = "heavy snow";
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break;
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case WeatherState.LightSandstorm:
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wthstr = "light sandstorm";
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break;
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case WeatherState.MediumSandstorm:
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wthstr = "medium sandstorm";
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break;
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case WeatherState.HeavySandstorm:
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wthstr = "heavy sandstorm";
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break;
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case WeatherState.Thunders:
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wthstr = "thunders";
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break;
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case WeatherState.BlackRain:
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wthstr = "blackrain";
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break;
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case WeatherState.Fine:
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default:
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wthstr = "fine";
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break;
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}
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Log.outInfo(LogFilter.Server, "Change the weather of zone {0} to {1}.", m_zone, wthstr);
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Global.ScriptMgr.OnWeatherChange(this, state, m_grade);
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return true;
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}
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public void SetWeather(WeatherType type, float grade)
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{
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if (m_type == type && m_grade == grade)
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return;
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m_type = type;
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m_grade = grade;
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UpdateWeather();
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}
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WeatherState GetWeatherState()
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{
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if (m_grade < 0.27f)
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return WeatherState.Fine;
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switch (m_type)
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{
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case WeatherType.Rain:
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if (m_grade < 0.40f)
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return WeatherState.LightRain;
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else if (m_grade < 0.70f)
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return WeatherState.MediumRain;
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else
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return WeatherState.HeavyRain;
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case WeatherType.Snow:
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if (m_grade < 0.40f)
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return WeatherState.LightSnow;
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else if (m_grade < 0.70f)
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return WeatherState.MediumSnow;
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else
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return WeatherState.HeavySnow;
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case WeatherType.Storm:
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if (m_grade < 0.40f)
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return WeatherState.LightSandstorm;
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else if (m_grade < 0.70f)
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return WeatherState.MediumSandstorm;
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else
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return WeatherState.HeavySandstorm;
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case WeatherType.BlackRain:
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return WeatherState.BlackRain;
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case WeatherType.Thunders:
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return WeatherState.Thunders;
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case WeatherType.Fine:
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default:
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return WeatherState.Fine;
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}
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}
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public uint GetZone() { return m_zone; }
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public uint GetScriptId() { return m_weatherChances.ScriptId; }
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uint m_zone;
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WeatherType m_type;
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float m_grade;
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IntervalTimer m_timer = new IntervalTimer();
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WeatherData m_weatherChances;
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}
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public class WeatherData
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{
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public WeatherSeasonChances[] data = new WeatherSeasonChances[4];
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public uint ScriptId;
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}
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public struct WeatherSeasonChances
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{
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public uint rainChance;
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public uint snowChance;
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public uint stormChance;
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}
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public enum WeatherState
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{
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Fine = 0,
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Fog = 1, // Used in some instance encounters.
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LightRain = 3,
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MediumRain = 4,
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HeavyRain = 5,
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LightSnow = 6,
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MediumSnow = 7,
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HeavySnow = 8,
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LightSandstorm = 22,
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MediumSandstorm = 41,
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HeavySandstorm = 42,
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Thunders = 86,
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BlackRain = 90,
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BlackSnow = 106
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}
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public enum WeatherType
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{
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Fine = 0,
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Rain = 1,
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Snow = 2,
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Storm = 3,
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Thunders = 86,
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BlackRain = 90
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}
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}
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Reference in New Issue
Block a user