// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using ClassicalSharp.Events;
namespace ClassicalSharp.Map {
public enum Weather { Sunny, Rainy, Snowy, }
/// Contains the environment metadata for a world.
public sealed class WorldEnv {
/// Colour of the sky located behind/above clouds.
public FastColour SkyCol = DefaultSkyColour;
public static readonly FastColour DefaultSkyColour = new FastColour(0x99, 0xCC, 0xFF);
/// Colour applied to the fog/horizon looking out horizontally.
/// Note the true horizon colour is a blend of this and sky colour.
public FastColour FogCol = DefaultFogColour;
public static readonly FastColour DefaultFogColour = new FastColour(0xFF, 0xFF, 0xFF);
/// Colour applied to the clouds.
public FastColour CloudsCol = DefaultCloudsColour;
public static readonly FastColour DefaultCloudsColour = new FastColour(0xFF, 0xFF, 0xFF);
/// Height of the clouds in world space.
public int CloudHeight;
/// Modifier of how fast clouds travel across the world, defaults to 1.
public float CloudsSpeed = 1;
/// Modifier of how fast rain/snow falls, defaults to 1.
public float WeatherSpeed = 1;
/// Modifier of how fast rain/snow fades, defaults to 1.
public float WeatherFade = 1;
/// Colour applied to blocks located in direct sunlight.
public FastColour Sunlight;
public int Sun, SunXSide, SunZSide, SunYBottom;
public static readonly FastColour DefaultSunlight = new FastColour(0xFF, 0xFF, 0xFF);
/// Colour applied to blocks located in shadow / hidden from direct sunlight.
public FastColour Shadowlight;
public int Shadow, ShadowXSide, ShadowZSide, ShadowYBottom;
public static readonly FastColour DefaultShadowlight = new FastColour(0x9B, 0x9B, 0x9B);
/// Current weather for this particular map.
public Weather Weather = Weather.Sunny;
/// Block that surrounds map the map horizontally (default water)
public byte EdgeBlock = Block.StillWater;
/// Height of the map edge in world space.
public int EdgeHeight;
/// Block that surrounds the map that fills the bottom of the map horizontally,
/// fills part of the vertical sides of the map, and also surrounds map the map horizontally. (default bedrock)
public byte SidesBlock = Block.Bedrock;
/// Maximum height of the various parts of the map sides, in world space.
public int SidesHeight { get { return EdgeHeight - 2; } }
Game game;
public WorldEnv(Game game) {
this.game = game;
ResetLight();
}
/// Resets all of the environment properties to their defaults.
public void Reset() {
EdgeHeight = -1;
CloudHeight = -1;
EdgeBlock = Block.StillWater;
SidesBlock = Block.Bedrock;
CloudsSpeed = 1;
WeatherSpeed = 1;
WeatherFade = 1;
ResetLight();
SkyCol = DefaultSkyColour;
FogCol = DefaultFogColour;
CloudsCol = DefaultCloudsColour;
Weather = Weather.Sunny;
}
void ResetLight() {
Shadowlight = DefaultShadowlight;
Shadow = Shadowlight.Pack();
FastColour.GetShaded(Shadowlight, out ShadowXSide,
out ShadowZSide, out ShadowYBottom);
Sunlight = DefaultSunlight;
Sun = Sunlight.Pack();
FastColour.GetShaded(Sunlight, out SunXSide,
out SunZSide, out SunYBottom);
}
/// Sets sides block to the given block, and raises
/// EnvVariableChanged event with variable 'SidesBlock'.
public void SetSidesBlock(byte block) {
if (block == SidesBlock) return;
if (block == Block.MaxDefinedBlock) {
Utils.LogDebug("Tried to set sides block to an invalid block: " + block);
block = Block.Bedrock;
}
SidesBlock = block;
game.WorldEvents.RaiseEnvVariableChanged(EnvVar.SidesBlock);
}
/// Sets edge block to the given block, and raises
/// EnvVariableChanged event with variable 'EdgeBlock'.
public void SetEdgeBlock(byte block) {
if (block == EdgeBlock) return;
if (block == Block.MaxDefinedBlock) {
Utils.LogDebug("Tried to set edge block to an invalid block: " + block);
block = Block.StillWater;
}
EdgeBlock = block;
game.WorldEvents.RaiseEnvVariableChanged(EnvVar.EdgeBlock);
}
/// Sets clouds height in world space, and raises
/// EnvVariableChanged event with variable 'CloudsLevel'.
public void SetCloudsLevel(int level) { Set(level, ref CloudHeight, EnvVar.CloudsLevel); }
/// Sets clouds speed, and raises EnvVariableChanged
/// event with variable 'CloudsSpeed'.
public void SetCloudsSpeed(float speed) { Set(speed, ref CloudsSpeed, EnvVar.CloudsSpeed); }
/// Sets weather speed, and raises EnvVariableChanged
/// event with variable 'WeatherSpeed'.
public void SetWeatherSpeed(float speed) { Set(speed, ref WeatherSpeed, EnvVar.WeatherSpeed); }
/// Sets weather fade rate, and raises EnvVariableChanged
/// event with variable 'WeatherFade'.
public void SetWeatherFade(float rate) { Set(rate, ref WeatherFade, EnvVar.WeatherFade); }
/// Sets height of the map edges in world space, and raises
/// EnvVariableChanged event with variable 'EdgeLevel'.
public void SetEdgeLevel(int level) { Set(level, ref EdgeHeight, EnvVar.EdgeLevel); }
/// Sets tsky colour, and raises
/// EnvVariableChanged event with variable 'SkyColour'.
public void SetSkyColour(FastColour col) { Set(col, ref SkyCol, EnvVar.SkyColour); }
/// Sets fog colour, and raises
/// EnvVariableChanged event with variable 'FogColour'.
public void SetFogColour(FastColour col) { Set(col, ref FogCol, EnvVar.FogColour); }
/// Sets clouds colour, and raises
/// EnvVariableChanged event with variable 'CloudsColour'.
public void SetCloudsColour(FastColour col) { Set(col, ref CloudsCol, EnvVar.CloudsColour); }
/// Sets sunlight colour, and raises
/// EnvVariableChanged event with variable 'SunlightColour'.
public void SetSunlight(FastColour col) {
if (!Set(col, ref Sunlight, EnvVar.SunlightColour)) return;
FastColour.GetShaded(Sunlight, out SunXSide,
out SunZSide, out SunYBottom);
Sun = Sunlight.Pack();
game.WorldEvents.RaiseEnvVariableChanged(EnvVar.SunlightColour);
}
/// Sets current shadowlight colour, and raises
/// EnvVariableChanged event with variable 'ShadowlightColour'.
public void SetShadowlight(FastColour col) {
if (!Set(col, ref Shadowlight, EnvVar.ShadowlightColour)) return;
FastColour.GetShaded(Shadowlight, out ShadowXSide,
out ShadowZSide, out ShadowYBottom);
Shadow = Shadowlight.Pack();
game.WorldEvents.RaiseEnvVariableChanged(EnvVar.ShadowlightColour);
}
/// Sets weather, and raises
/// EnvVariableChanged event with variable 'Weather'.
public void SetWeather(Weather weather) {
if (weather == Weather) return;
Weather = weather;
game.WorldEvents.RaiseEnvVariableChanged(EnvVar.Weather);
}
bool Set(T value, ref T target, EnvVar var) where T : IEquatable {
if (value.Equals(target)) return false;
target = value;
game.WorldEvents.RaiseEnvVariableChanged(var);
return true;
}
}
}