ModernUO/Projects/Scripts/Misc/LightCycle.cs
Kamron Batman 179cb50557 Updates Packets & Randomizer (#43)
* Fixes a bug with the main loop. Removes unnecessary optimizations for RDRand.

* WIP - Rewriting packets.

* Cleanup and updates README

* Converts more packets

* Fixes header

* Converts Effects packets.

* Forgot the send command

* Adds the start of containers packets.

* Adds message packets with caching

* Extends the send methods

* Starts to add Acquire methods

* Converted the packets

* Cleanup

* Cleanup

* Adds more packets

* Adds more packets

* Fixes clearing arrays from pool. Adds Mobile Incoming

* Converts more packets.

* Moves more packets

* Moves more packets

* Test compression

* Merges

* Migrating to an idiomatic syntax that also supports compression, and proxying.

* Optimize the stack alloc. Changes attributes

* Converted container packets

* Visual Studio doesn't auto save files. I am still getting used to subpar IDEs.

* Adds static packet caching. Will profile later. Converts more packets

* Fixes packets and changes how compression is configured

* WIP - Adds basics for Gumps. Not finished though.

* Fix file

* Fixes formatting

* Changed SpanWriter to be more idiomatic.

* Fixes Span vs RawSpan and missing stackallocs

* Converts over some more gumps

* WIP - Deletes 32bit support.

* Drops RDRand32 support.

* Fixes gump compilation

* Converting gump components

* Removes old huffman compression function

* Revert signature for backwards compatibility

* WIP - Converting more gump components

* Creates ArraySet for the strings. Updates AppendTo to reference that.

* Converts the maining gump components

* Cleans up gump components

* Cleans up directives

* Cleans up ArraySet and moves it. Adds null-coalescing-assignment

* Cleanup, Target Packets, and C# 8 changes.

* Removed OPL Packet

* World packets

* Fixing packet uses

* Cleans up code. Fixes packet uses in various places.

* More cleanup for packets

* Code cleanup

* Converts more packet uses and cleans up more code

* More code cleanup

* Finishes fixing the packets in Item

* Updates secure trade packets

* Updates core and gets it to compile.

* Moved packets to scripts. Fixed account handler use of packets

* Code cleanup

* Updates chat packets

* Code cleanuo

* Adds party packets, but need to implement them.

* Party packets WIP

* Finishes party packets

* Rearrange movement namespaces and classes

* Finishes plant packets

* Code Formatting

* Fixes moving effects

* Code cleanup, eliminates equipinfo

* Adds more packets. Fixes bugs with various packets.

* Finishes mahjon packets

* Fixes mahjong packet

* Code cleanup

* Finishes mahjong packets

* Adds Map packets

* Add multifacet maps and charts

* Cleans up some packets with UTF8

* Optimizes packets

* Cleans up more packets. Moves the MessageHelper

* Removes assistant support. Removes extended protocol. Incorporates MapUO packets as normal packets.

* Updates protocol extensions packet receiver

* Fixes a few bugs. Fixes a few more packets.

* Code cleanup and fixing more packets

* Fixes packet effects

* Cleaned up more code

* Buff Icon cleanup

* Removed unused constructors

* Code Cleanup. Adds BoatHS Packets

* Moves house files. Updates house foundation packets.

* Deployment cleanup

* Fixes:

* Code cleanup

* More code cleanup

* More code cleanup

* Cleaned up BaseHouse

* Enforces styling

* Converts foreach to linq where possible.

* Dont need that

* Goals/Readme updates

* Removes 32bit support at the highest level. Turns on HRT by default.

* Code cleanup. Fixes extended features packet.

* Fixes various bugs

* Code cleanup

* Code cleanup

* Code cleanup. Fixes gump X/Y assignment.

* Code cleanup using |= operator

* More code cleanup

* Cleanup

* Fixes spacing issues. Thanks Visual Studio. You suck.

* Compiler error

* Fixes NPE from RunUO 2.7

* Renames ScriptCompiler to AssemblyHandler. Fixes packets. Updates README

* Fixes more packets. Stupid trailing nulls.

* Fixes various bugs.

* Fixes for gumps

* Fixes more gump stuff. Going to split it out later since it is getting insane

* Recoded the gump writing

* WIP

* *Added output path of scripts project to dev branch
*Activated debugging in code
2019-11-11 12:40:16 +01:00

133 lines
3.3 KiB
C#

using System;
using Server.Items;
using Server.Network;
namespace Server
{
public static 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 < NetState.Instances.Count; ++i)
{
NetState ns = NetState.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 <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;
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 < NetState.Instances.Count; ++i)
{
NetState ns = NetState.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<NightSightTimer>();
m_Owner.LightLevel = 0;
BuffInfo.RemoveBuff(m_Owner, BuffIcon.NightSight);
}
}
}
}