Files
CypherCore/Source/Game/Weather/WeatherManager.cs
T
2018-05-16 19:57:48 -04:00

431 lines
14 KiB
C#

/*
* Copyright (C) 2012-2018 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Database;
using Game.Entities;
using Game.Network.Packets;
using System.Collections.Generic;
namespace Game
{
public class WeatherManager : Singleton<WeatherManager>
{
WeatherManager() { }
public void LoadWeatherData()
{
uint oldMSTime = Time.GetMSTime();
uint count = 0;
SQLResult result = DB.World.Query("SELECT zone, spring_rain_chance, spring_snow_chance, spring_storm_chance," +
"summer_rain_chance, summer_snow_chance, summer_storm_chance, fall_rain_chance, fall_snow_chance, fall_storm_chance," +
"winter_rain_chance, winter_snow_chance, winter_storm_chance, ScriptName FROM game_weather");
if (result.IsEmpty())
{
Log.outError(LogFilter.ServerLoading, "Loaded 0 weather definitions. DB table `game_weather` is empty.");
return;
}
do
{
uint zone_id = result.Read<uint>(0);
WeatherData wzc = new WeatherData();
for (byte season = 0; season < 4; ++season)
{
wzc.data[season].rainChance = result.Read<byte>(season * (4 - 1) + 1);
wzc.data[season].snowChance = result.Read<byte>(season * (4 - 1) + 2);
wzc.data[season].stormChance = result.Read<byte>(season * (4 - 1) + 3);
if (wzc.data[season].rainChance > 100)
{
wzc.data[season].rainChance = 25;
Log.outError(LogFilter.Sql, "Weather for zone {0} season {1} has wrong rain chance > 100%", zone_id, season);
}
if (wzc.data[season].snowChance > 100)
{
wzc.data[season].snowChance = 25;
Log.outError(LogFilter.Sql, "Weather for zone {0} season {1} has wrong snow chance > 100%", zone_id, season);
}
if (wzc.data[season].stormChance > 100)
{
wzc.data[season].stormChance = 25;
Log.outError(LogFilter.Sql, "Weather for zone {0} season {1} has wrong storm chance > 100%", zone_id, season);
}
}
wzc.ScriptId = Global.ObjectMgr.GetScriptId(result.Read<string>(13));
_weatherData[zone_id] = wzc;
++count;
}
while (result.NextRow());
Log.outInfo(LogFilter.ServerLoading, "Loaded {0} weather definitions in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime));
}
public WeatherData GetWeatherData(uint zone_id)
{
return _weatherData.LookupByKey(zone_id);
}
Dictionary<uint, WeatherData> _weatherData = new Dictionary<uint, WeatherData>();
}
public class Weather
{
public Weather(uint zone, WeatherData weatherChances)
{
m_zone = zone;
m_weatherChances = weatherChances;
m_timer.SetInterval(10 * Time.Minute * Time.InMilliseconds);
m_type = WeatherType.Fine;
m_grade = 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)));
}
public bool Update(uint diff)
{
if (m_timer.GetCurrent() >= 0)
m_timer.Update(diff);
else
m_timer.SetCurrent(0);
// If the timer has passed, ReGenerate the weather
if (m_timer.Passed())
{
m_timer.Reset();
// update only if Regenerate has changed the weather
if (ReGenerate())
{
// Weather will be removed if not updated (no players in zone anymore)
if (!UpdateWeather())
return false;
}
}
Global.ScriptMgr.OnWeatherUpdate(this, diff);
return true;
}
public bool ReGenerate()
{
if (m_weatherChances == null)
{
m_type = WeatherType.Fine;
m_grade = 0.0f;
return false;
}
// Weather statistics:
// 30% - no change
// 30% - weather gets better (if not fine) or change weather type
// 30% - weather worsens (if not fine)
// 10% - radical change (if not fine)
uint u = RandomHelper.URand(0, 99);
if (u < 30)
return false;
// remember old values
WeatherType old_type = m_type;
float old_grade = m_grade;
long gtime = Global.WorldMgr.GetGameTime();
var ltime = Time.UnixTimeToDateTime(gtime).ToLocalTime();
uint season = (uint)((ltime.DayOfYear - 78 + 365) / 91) % 4;
string[] seasonName = { "spring", "summer", "fall", "winter" };
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
{
m_type = WeatherType.Fine;
m_grade = 0.0f;
}
if ((u < 60) && (m_type != WeatherType.Fine)) // Get better
{
m_grade -= 0.33333334f;
return true;
}
if ((u < 90) && (m_type != WeatherType.Fine)) // Get worse
{
m_grade += 0.33333334f;
return true;
}
if (m_type != WeatherType.Fine)
{
// Radical change:
// if light . heavy
// if medium . change weather type
// if heavy . 50% light, 50% change weather type
if (m_grade < 0.33333334f)
{
m_grade = 0.9999f; // go nuts
return true;
}
else
{
if (m_grade > 0.6666667f)
{
// Severe change, but how severe?
uint rnd = RandomHelper.URand(0, 99);
if (rnd < 50)
{
m_grade -= 0.6666667f;
return true;
}
}
m_type = WeatherType.Fine; // clear up
m_grade = 0;
}
}
// At this point, only weather that isn't doing anything remains but that have weather data
uint chance1 = m_weatherChances.data[season].rainChance;
uint chance2 = chance1 + m_weatherChances.data[season].snowChance;
uint chance3 = chance2 + m_weatherChances.data[season].stormChance;
uint rn = RandomHelper.URand(1, 100);
if (rn <= chance1)
m_type = WeatherType.Rain;
else if (rn <= chance2)
m_type = WeatherType.Snow;
else if (rn <= chance3)
m_type = WeatherType.Storm;
else
m_type = WeatherType.Fine;
// New weather statistics (if not fine):
// 85% light
// 7% medium
// 7% heavy
// If fine 100% sun (no fog)
if (m_type == WeatherType.Fine)
{
m_grade = 0.0f;
}
else if (u < 90)
{
m_grade = (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;
else
m_grade = (float)RandomHelper.NextDouble() * 0.3333f + 0.6667f;
}
// return true only in case weather changes
return m_type != old_type || m_grade != old_grade;
}
public void SendWeatherUpdateToPlayer(Player player)
{
WeatherPkt weather = new WeatherPkt(GetWeatherState(), m_grade);
player.SendPacket(weather);
}
public static void SendFineWeatherUpdateToPlayer(Player player)
{
player.SendPacket(new WeatherPkt(WeatherState.Fine));
}
public bool UpdateWeather()
{
Player player = Global.WorldMgr.FindPlayerInZone(m_zone);
if (player == null)
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;
WeatherState state = GetWeatherState();
WeatherPkt weather = new WeatherPkt(state, m_grade);
//- Returns false if there were no players found to update
if (!Global.WorldMgr.SendZoneMessage(m_zone, weather))
return false;
// Log the event
string wthstr;
switch (state)
{
case WeatherState.Fog:
wthstr = "fog";
break;
case WeatherState.LightRain:
wthstr = "light rain";
break;
case WeatherState.MediumRain:
wthstr = "medium rain";
break;
case WeatherState.HeavyRain:
wthstr = "heavy rain";
break;
case WeatherState.LightSnow:
wthstr = "light snow";
break;
case WeatherState.MediumSnow:
wthstr = "medium snow";
break;
case WeatherState.HeavySnow:
wthstr = "heavy snow";
break;
case WeatherState.LightSandstorm:
wthstr = "light sandstorm";
break;
case WeatherState.MediumSandstorm:
wthstr = "medium sandstorm";
break;
case WeatherState.HeavySandstorm:
wthstr = "heavy sandstorm";
break;
case WeatherState.Thunders:
wthstr = "thunders";
break;
case WeatherState.BlackRain:
wthstr = "blackrain";
break;
case WeatherState.Fine:
default:
wthstr = "fine";
break;
}
Log.outInfo(LogFilter.Server, "Change the weather of zone {0} to {1}.", m_zone, wthstr);
Global.ScriptMgr.OnWeatherChange(this, state, m_grade);
return true;
}
public void SetWeather(WeatherType type, float grade)
{
if (m_type == type && m_grade == grade)
return;
m_type = type;
m_grade = grade;
UpdateWeather();
}
WeatherState GetWeatherState()
{
if (m_grade < 0.27f)
return WeatherState.Fine;
switch (m_type)
{
case WeatherType.Rain:
if (m_grade < 0.40f)
return WeatherState.LightRain;
else if (m_grade < 0.70f)
return WeatherState.MediumRain;
else
return WeatherState.HeavyRain;
case WeatherType.Snow:
if (m_grade < 0.40f)
return WeatherState.LightSnow;
else if (m_grade < 0.70f)
return WeatherState.MediumSnow;
else
return WeatherState.HeavySnow;
case WeatherType.Storm:
if (m_grade < 0.40f)
return WeatherState.LightSandstorm;
else if (m_grade < 0.70f)
return WeatherState.MediumSandstorm;
else
return WeatherState.HeavySandstorm;
case WeatherType.BlackRain:
return WeatherState.BlackRain;
case WeatherType.Thunders:
return WeatherState.Thunders;
case WeatherType.Fine:
default:
return WeatherState.Fine;
}
}
public uint GetZone() { return m_zone; }
public uint GetScriptId() { return m_weatherChances.ScriptId; }
uint m_zone;
WeatherType m_type;
float m_grade;
IntervalTimer m_timer = new IntervalTimer();
WeatherData m_weatherChances;
}
public class WeatherData
{
public WeatherSeasonChances[] data = new WeatherSeasonChances[4];
public uint ScriptId;
}
public struct WeatherSeasonChances
{
public uint rainChance;
public uint snowChance;
public uint stormChance;
}
public enum WeatherState
{
Fine = 0,
Fog = 1, // Used in some instance encounters.
LightRain = 3,
MediumRain = 4,
HeavyRain = 5,
LightSnow = 6,
MediumSnow = 7,
HeavySnow = 8,
LightSandstorm = 22,
MediumSandstorm = 41,
HeavySandstorm = 42,
Thunders = 86,
BlackRain = 90,
BlackSnow = 106
}
public enum WeatherType
{
Fine = 0,
Rain = 1,
Snow = 2,
Storm = 3,
Thunders = 86,
BlackRain = 90
}
}