// 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 == BlockInfo.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 == BlockInfo.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; } } }