// 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; } } }