352 lines
9.5 KiB
C#
352 lines
9.5 KiB
C#
using System;
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using System.Collections.Generic;
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using Server.Items;
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using Server.Network;
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namespace Server.Misc
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{
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public class Weather
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{
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private static Map[] m_Facets;
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private static Dictionary<Map, List<Weather>> m_WeatherByFacet = new Dictionary<Map, List<Weather>>();
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public static void Initialize()
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{
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m_Facets = new[]{ Map.Felucca, Map.Trammel };
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/* Static weather:
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*
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* Format:
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* AddWeather( temperature, chanceOfPercipitation, chanceOfExtremeTemperature, <area ...> );
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*/
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// ice island
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AddWeather( -15, 100, 5, new Rectangle2D( 3850, 160, 390, 320 ), new Rectangle2D( 3900, 480, 380, 180 ), new Rectangle2D( 4160, 660, 150, 110 ) );
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// covetous entrance, around vesper and minoc
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AddWeather( +15, 50, 5, new Rectangle2D( 2425, 725, 250, 250 ) );
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// despise entrance, north of britain
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AddWeather( +15, 50, 5, new Rectangle2D( 1245, 1045, 250, 250 ) );
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/* Dynamic weather:
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*
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* Format:
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* AddDynamicWeather( temperature, chanceOfPercipitation, chanceOfExtremeTemperature, moveSpeed, width, height, bounds );
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*/
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for ( int i = 0; i < 15; ++i )
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AddDynamicWeather( +15, 100, 5, 8, 400, 400, new Rectangle2D( 0, 0, 5120, 4096 ) );
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}
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public static List<Weather> GetWeatherList( Map facet )
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{
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if ( facet == null )
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return null;
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if (!m_WeatherByFacet.TryGetValue( facet, out List<Weather> list ))
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m_WeatherByFacet[facet] = list = new List<Weather>();
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return list;
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}
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public static void AddDynamicWeather( int temperature, int chanceOfPercipitation, int chanceOfExtremeTemperature, int moveSpeed, int width, int height, Rectangle2D bounds )
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{
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for ( int i = 0; i < m_Facets.Length; ++i )
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{
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Rectangle2D area = new Rectangle2D();
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bool isValid = false;
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for ( int j = 0; j < 10; ++j )
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{
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area = new Rectangle2D( bounds.X + Utility.Random( bounds.Width - width ), bounds.Y + Utility.Random( bounds.Height - height ), width, height );
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if ( !CheckWeatherConflict( m_Facets[i], null, area ) )
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isValid = true;
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if ( isValid )
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break;
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}
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if ( !isValid )
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continue;
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new Weather(m_Facets[i], new[] { area }, temperature, chanceOfPercipitation, chanceOfExtremeTemperature,
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TimeSpan.FromSeconds(30.0)) { Bounds = bounds, MoveSpeed = moveSpeed };
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}
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}
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public static void AddWeather( int temperature, int chanceOfPercipitation, int chanceOfExtremeTemperature, params Rectangle2D[] area )
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{
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for ( int i = 0; i < m_Facets.Length; ++i )
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new Weather( m_Facets[i], area, temperature, chanceOfPercipitation, chanceOfExtremeTemperature, TimeSpan.FromSeconds( 30.0 ) );
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}
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public static bool CheckWeatherConflict( Map facet, Weather exclude, Rectangle2D area )
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{
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List<Weather> list = GetWeatherList( facet );
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if ( list == null )
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return false;
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for ( int i = 0; i < list.Count; ++i )
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{
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Weather w = list[i];
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if ( w != exclude && w.IntersectsWith( area ) )
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return true;
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}
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return false;
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}
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public Map Facet { get; }
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public Rectangle2D[] Area { get; set; }
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public int Temperature { get; set; }
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public int ChanceOfPercipitation { get; set; }
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public int ChanceOfExtremeTemperature { get; set; }
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// For dynamic weather:
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public Rectangle2D Bounds { get; set; }
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public int MoveSpeed { get; set; }
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public int MoveAngleX { get; set; }
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public int MoveAngleY { get; set; }
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public static bool CheckIntersection( Rectangle2D r1, Rectangle2D r2 ) => r1.X < r2.X + r2.Width && r2.X < r1.X + r1.Width && r1.Y < r2.Y + r2.Height && r2.Y < r1.Y + r1.Height;
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public static bool CheckContains( Rectangle2D big, Rectangle2D small ) =>
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small.X >= big.X && small.Y >= big.Y && small.X + small.Width <= big.X + big.Width
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&& small.Y + small.Height <= big.Y + big.Height;
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public virtual bool IntersectsWith( Rectangle2D area )
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{
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for ( int i = 0; i < Area.Length; ++i )
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{
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if ( CheckIntersection( area, Area[i] ) )
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return true;
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}
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return false;
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}
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public Weather( Map facet, Rectangle2D[] area, int temperature, int chanceOfPercipitation, int chanceOfExtremeTemperature, TimeSpan interval )
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{
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Facet = facet;
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Area = area;
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Temperature = temperature;
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ChanceOfPercipitation = chanceOfPercipitation;
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ChanceOfExtremeTemperature = chanceOfExtremeTemperature;
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List<Weather> list = GetWeatherList( facet );
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list?.Add( this );
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Timer.DelayCall( TimeSpan.FromSeconds( (0.2+Utility.RandomDouble()*0.8) * interval.TotalSeconds ), interval, OnTick );
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}
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public virtual void Reposition()
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{
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if ( Area.Length == 0 )
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return;
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int width = Area[0].Width;
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int height = Area[0].Height;
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Rectangle2D area = new Rectangle2D();
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bool isValid = false;
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for ( int j = 0; j < 10; ++j )
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{
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area = new Rectangle2D( Bounds.X + Utility.Random( Bounds.Width - width ), Bounds.Y + Utility.Random( Bounds.Height - height ), width, height );
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if ( !CheckWeatherConflict( Facet, this, area ) )
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isValid = true;
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if ( isValid )
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break;
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}
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if ( !isValid )
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return;
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Area[0] = area;
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}
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public virtual void RecalculateMovementAngle()
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{
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double angle = Utility.RandomDouble() * Math.PI * 2.0;
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double cos = Math.Cos( angle );
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double sin = Math.Sin( angle );
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MoveAngleX = (int)(100 * cos);
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MoveAngleY = (int)(100 * sin);
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}
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public virtual void MoveForward()
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{
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if ( Area.Length == 0 )
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return;
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for ( int i = 0; i < 5; ++i ) // try 5 times to find a valid spot
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{
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int xOffset = MoveSpeed * MoveAngleX / 100;
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int yOffset = MoveSpeed * MoveAngleY / 100;
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Rectangle2D oldArea = Area[0];
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Rectangle2D newArea = new Rectangle2D( oldArea.X + xOffset, oldArea.Y + yOffset, oldArea.Width, oldArea.Height );
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if ( !CheckWeatherConflict( Facet, this, newArea ) && CheckContains( Bounds, newArea ) )
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{
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Area[0] = newArea;
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break;
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}
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RecalculateMovementAngle();
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}
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}
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private int m_Stage;
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private bool m_Active;
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private bool m_ExtremeTemperature;
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public virtual void OnTick()
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{
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if ( m_Stage == 0 )
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{
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m_Active = ChanceOfPercipitation > Utility.Random( 100 );
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m_ExtremeTemperature = ChanceOfExtremeTemperature > Utility.Random( 100 );
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if ( MoveSpeed > 0 )
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{
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Reposition();
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RecalculateMovementAngle();
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}
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}
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if ( m_Active )
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{
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if ( m_Stage > 0 && MoveSpeed > 0 )
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MoveForward();
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int type, density;
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int temperature = Temperature;
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if ( m_ExtremeTemperature )
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temperature *= -1;
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if ( m_Stage < 15 )
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{
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density = m_Stage * 5;
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}
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else
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{
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density = 150 - m_Stage * 5;
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if ( density < 10 )
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density = 10;
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else if ( density > 70 )
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density = 70;
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}
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if ( density == 0 )
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type = 0xFE;
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else if ( temperature > 0 )
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type = 0;
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else
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type = 2;
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List<NetState> states = NetState.Instances;
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Packet weatherPacket = null;
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for ( int i = 0; i < states.Count; ++i )
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{
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NetState ns = states[i];
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Mobile mob = ns.Mobile;
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if ( mob == null || mob.Map != Facet )
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continue;
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bool contains = Area.Length == 0;
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for ( int j = 0; !contains && j < Area.Length; ++j )
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contains = Area[j].Contains( mob.Location );
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if ( !contains )
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continue;
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if ( weatherPacket == null )
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weatherPacket = Packet.Acquire( new Server.Network.Weather( type, density, temperature ) );
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ns.Send( weatherPacket );
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}
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Packet.Release( weatherPacket );
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}
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m_Stage++;
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m_Stage %= 30;
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}
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}
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public class WeatherMap : MapItem
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{
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public override string DefaultName => "weather map";
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[Constructible]
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public WeatherMap()
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{
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SetDisplay( 0, 0, 5119, 4095, 400, 400 );
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}
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public override void OnDoubleClick( Mobile from )
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{
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Map facet = from.Map;
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if ( facet == null )
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return;
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List<Weather> list = Weather.GetWeatherList( facet );
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ClearPins();
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for ( int i = 0; i < list.Count; ++i )
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{
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Weather w = list[i];
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for ( int j = 0; j < w.Area.Length; ++j )
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AddWorldPin( w.Area[j].X + w.Area[j].Width/2, w.Area[j].Y + w.Area[j].Height/2 );
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}
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base.OnDoubleClick( from );
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}
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public WeatherMap( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( 0 );
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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