add weather system
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@@ -2169,18 +2169,15 @@ namespace ReallifeGamemode.Server.Commands
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return;
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}
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Weather weatherBefore = NAPI.World.GetWeather();
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NAPI.World.SetWeather(weather);
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Weather weatherAfter = NAPI.World.GetWeather();
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Weather weatherBefore = World.WeatherSync.Weather;
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World.WeatherSync.SetWeather(weather);
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Weather weatherAfter = World.WeatherSync.Weather;
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ChatService.SendMessage(player, "~w~Wetter geändert: " + weatherAfter);
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if (!weatherBefore.Equals(weatherAfter))
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{
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ChatService.SendMessage(player, "~w~Wetter geändert: " + NAPI.World.GetWeather());
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NAPI.Notification.SendNotificationToAll("Das Wetter wurde von ~g~" + player.Name + " ~s~auf ~g~" + NAPI.World.GetWeather() + "~s~ geändert.", true);
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}
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else
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{
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ChatService.SendMessage(player, "~w~Das Wetter konnte nicht geändert werden");
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NAPI.Notification.SendNotificationToAll("Das Wetter wurde von ~g~" + player.Name + " ~s~auf ~g~" + weatherAfter + "~s~ geändert.", true);
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}
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}
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104
ReallifeGamemode.Server/World/WeatherSync.cs
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104
ReallifeGamemode.Server/World/WeatherSync.cs
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@@ -0,0 +1,104 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Timers;
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using GTANetworkAPI;
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/**
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* @overview Life of German Reallife - WeatherSync
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* @author Alex_qp
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* @copyright (c) 2008 - 2021 Life of German
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*/
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namespace ReallifeGamemode.Server.World
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{
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/// <summary>
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/// Serverwide WeatherSystem (+ sync)
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/// </summary>
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static class WeatherSync
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{
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// SETTINGS
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private const uint _syncInterval = 5 * 60 * 1000; // 5 min
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private static readonly int[] _countRange = new int[] { 3, 5 }; // min, max both inclusive. How often should weather be synced before actual changing?
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// INTERNAL
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private static int _count = 0;
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private static int _targetCount = GetNewTargetCount();
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/// <summary>
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/// Get/Set the current weather.
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/// <remarks>Only use in main thread!</remarks>
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/// </summary>
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public static Weather Weather
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{
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get { return NAPI.World.GetWeather(); }
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set { NAPI.World.SetWeather(value); }
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}
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/// <summary>
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/// Set the current weather by string.
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/// </summary>
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/// <remarks>Only use in main thread!</remarks>
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/// </summary>
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/// <param name="weather"></param>
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public static void SetWeather(string weather)
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{
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NAPI.World.SetWeather(weather);
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}
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private static Timer weatherTimer;
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/// <summary>
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/// Loads/Starts the WeatherSync.
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/// </summary>
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public static void Load()
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{
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weatherTimer = new Timer(_syncInterval);
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weatherTimer.Start();
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weatherTimer.Elapsed += OnWeatherTimer;
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}
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private static int GetNewTargetCount()
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{
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return new Random().Next(_countRange[0], _countRange[1] + 1);
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}
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private static Weather GetRandomWeather(Weather[] weathers)
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{
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return weathers[new Random().Next(weathers.Length)];
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}
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private static void OnWeatherTimer(object sender, ElapsedEventArgs e)
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{
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NAPI.Task.Run(() =>
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{
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if (_count < _targetCount)
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{
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// sync weather for all players
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_count++;
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Weather = Weather;
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}
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else
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{
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// change weather and reset counters
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_count = 0;
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_targetCount = GetNewTargetCount();
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Weather = Weather switch
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{
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Weather.EXTRASUNNY => GetRandomWeather(new Weather[] { Weather.EXTRASUNNY, Weather.CLEAR }),
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Weather.CLEAR => GetRandomWeather(new Weather[] { Weather.EXTRASUNNY, Weather.CLEAR, Weather.CLOUDS, Weather.SMOG }),
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Weather.CLOUDS => GetRandomWeather(new Weather[] { Weather.CLEAR, Weather.CLOUDS, Weather.SMOG, Weather.FOGGY, Weather.OVERCAST }),
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Weather.SMOG => GetRandomWeather(new Weather[] { Weather.CLOUDS, Weather.SMOG, Weather.FOGGY, Weather.OVERCAST }),
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Weather.FOGGY => GetRandomWeather(new Weather[] { Weather.CLOUDS, Weather.SMOG, Weather.FOGGY, Weather.OVERCAST, Weather.RAIN }),
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Weather.OVERCAST => GetRandomWeather(new Weather[] { Weather.CLOUDS, Weather.SMOG, Weather.RAIN, Weather.CLEARING }), // may add overcast
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Weather.RAIN => GetRandomWeather(new Weather[] { Weather.OVERCAST, Weather.RAIN, Weather.CLEARING, Weather.THUNDER }),
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Weather.THUNDER => GetRandomWeather(new Weather[] { Weather.RAIN, Weather.THUNDER, Weather.CLEARING }),
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Weather.CLEARING => GetRandomWeather(new Weather[] { Weather.CLEAR, Weather.CLOUDS, Weather.CLEARING }),
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_ => GetRandomWeather(new Weather[] { Weather.EXTRASUNNY, Weather.CLEAR }),
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};
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}
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});
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}
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}
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}
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