ModernUO/Projects/Scripts/Misc/Weather.cs
2020-04-12 20:57:48 -07:00

350 lines
9.4 KiB
C#

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