AvatarsConquest/Scripts/Misc/LightCycle.cs

140 lines
3.2 KiB
C#

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 <value>" )]
[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;
}
}
}
}