using System; using Server; using Server.Network; using Server.Commands; namespace Server { public class LightCycle { public const int DayLevel = 0; public const int NightLevel = 12; public const int DungeonLevel = 26; public const int CaveLevel = 20; private static int m_LevelOverride = int.MinValue; public static int LevelOverride { get{ return m_LevelOverride; } set { m_LevelOverride = value; for ( int i = 0; i < NetState.Instances.Count; ++i ) { NetState ns = NetState.Instances[i]; Mobile m = ns.Mobile; if ( m != null ) m.CheckLightLevels( false ); } } } public static void Initialize() { new LightCycleTimer().Start(); EventSink.Login += new LoginEventHandler( OnLogin ); CommandSystem.Register( "GlobalLight", AccessLevel.GameMaster, new CommandEventHandler( Light_OnCommand ) ); } [Usage( "GlobalLight " )] [Description( "Sets the current global light level." )] private static void Light_OnCommand( CommandEventArgs e ) { if ( e.Length >= 1 ) { LevelOverride = e.GetInt32( 0 ); e.Mobile.SendMessage( "Global light level override has been changed to {0}.", m_LevelOverride ); } else { LevelOverride = int.MinValue; e.Mobile.SendMessage( "Global light level override has been cleared." ); } } public static void OnLogin( LoginEventArgs args ) { Mobile m = args.Mobile; m.CheckLightLevels( true ); } public static int ComputeLevelFor( Mobile from ) { if ( m_LevelOverride > int.MinValue ) return m_LevelOverride; int hours, minutes; Server.Items.Clock.GetTime( from.Map, 3584, 2048, out hours, out minutes ); /* OSI times: * * Midnight -> 3:59 AM : Night * 4:00 AM -> 11:59 PM : Day * * RunUO times: * * 10:00 PM -> 11:59 PM : Scale to night * Midnight -> 3:59 AM : Night * 4:00 AM -> 5:59 AM : Scale to day * 6:00 AM -> 9:59 PM : Day */ if ( hours < 4 ) return NightLevel; if ( hours < 6 ) return NightLevel + (((((hours - 4) * 60) + minutes) * (DayLevel - NightLevel)) / 120); if ( hours < 22 ) return DayLevel; if ( hours < 24 ) return DayLevel + (((((hours - 22) * 60) + minutes) * (NightLevel - DayLevel)) / 120); return NightLevel; // should never be } private class LightCycleTimer : Timer { public LightCycleTimer() : base( TimeSpan.FromSeconds( 0 ), TimeSpan.FromSeconds( 5.0 ) ) { Priority = TimerPriority.FiveSeconds; } protected override void OnTick() { for ( int i = 0; i < NetState.Instances.Count; ++i ) { NetState ns = NetState.Instances[i]; Mobile m = ns.Mobile; if ( m != null ) m.CheckLightLevels( false ); } } } public class NightSightTimer : Timer { private Mobile m_Owner; public NightSightTimer( Mobile owner ) : base( TimeSpan.FromMinutes( Utility.Random( 15, 25 ) ) ) { m_Owner = owner; Priority = TimerPriority.OneMinute; } protected override void OnTick() { m_Owner.EndAction( typeof( LightCycle ) ); m_Owner.LightLevel = 0; } } } }