using System; using Server.Items; using Server.Network; namespace Server { public class LightCycle { public const int DayLevel = 0; public const int NightLevel = 12; public const int DungeonLevel = 26; public const int JailLevel = 9; private static int m_LevelOverride = int.MinValue; public static int LevelOverride { get => m_LevelOverride; set { m_LevelOverride = value; for (int i = 0; i < TcpServer.Instances.Count; ++i) { NetState ns = TcpServer.Instances[i]; Mobile m = ns.Mobile; m?.CheckLightLevels(false); } } } public static void Initialize() { new LightCycleTimer().Start(); EventSink.Login += OnLogin; CommandSystem.Register("GlobalLight", AccessLevel.GameMaster, 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(Mobile m) { m.CheckLightLevels(true); } public static int ComputeLevelFor(Mobile from) { if (m_LevelOverride > int.MinValue) return m_LevelOverride; Clock.GetTime(from.Map, from.X, from.Y, out int hours, out int 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 < TcpServer.Instances.Count; ++i) { NetState ns = TcpServer.Instances[i]; Mobile m = ns.Mobile; 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(); m_Owner.LightLevel = 0; BuffInfo.RemoveBuff(m_Owner, BuffIcon.NightSight); } } } }