Weather refactor (#596)

* First pass at Weather generation refactor

* Moved generation logic around

* Added seasonal variability support

* Expanded weather generation to use DI system and allow easier modding

* Updated weather weight values

Converted records into classes

* Added fallback when generator isn't found

* Fixed colliding lambda

Added method comments

* Cleanup of weather code

* Adjusted `weatherPresetWeight` values

---------

Co-authored-by: Chomp <dev@dev.sp-tarkov.com>
This commit is contained in:
Chomp
2025-09-30 12:23:46 +00:00
committed by GitHub
parent f8b2b52afc
commit 836112dc50
12 changed files with 514 additions and 271 deletions
@@ -2,107 +2,162 @@
"acceleration": 7,
"weather": {
"generateWeatherAmountHours": 24,
"seasonValues": {
"default": {
"presetWeights": {
"SUNNY": {
"clouds": {
"values": [
-1,
-0.8,
-0.5,
0.1,
0,
0.15,
0.4,
1
],
"weights": [
70,
22,
22,
15,
15,
15,
5,
4
]
"-1": 5,
"-0.8": 2
},
"windSpeed": {
"values": [
0,
1,
2,
3,
4
],
"weights": [
6,
3,
2,
1,
1
]
"0": 6,
"1": 3,
"2": 2,
"3": 1,
"4": 1
},
"windDirection": {
"values": [
1,
2,
3,
4,
5,
6,
7,
8
],
"weights": [
1,
1,
1,
1,
1,
1,
1,
1
]
"1": 1,
"2": 1,
"3": 1,
"4": 1,
"5": 1,
"6": 1,
"7": 1,
"8": 1
},
"windGustiness": {
"min": 0,
"max": 1
},
"rain": {
"values": [
1,
2,
3,
4,
5
],
"weights": [
20,
1,
1,
1,
1
]
"1": 1
},
"rainIntensity": {
"min": 0,
"max": 0
},
"fog": {
"0.0013": 35,
"0.0018": 6,
"0.002": 4,
"0.004": 3,
"0.006": 1
},
"temp": {
"day": {
"min": 9,
"max": 32
},
"night": {
"min": 2,
"max": 16
}
},
"pressure": {
"min": 760,
"max": 780
}
},
"RAINY": {
"clouds": {
"0.4": 5,
"1": 4
},
"windSpeed": {
"0": 6,
"1": 3,
"2": 2,
"3": 1,
"4": 1
},
"windDirection": {
"1": 1,
"2": 1,
"3": 1,
"4": 1,
"5": 1,
"6": 1,
"7": 1,
"8": 1
},
"windGustiness": {
"min": 0,
"max": 1
},
"rain": {
"2": 5,
"3": 5,
"4": 5,
"5": 5
},
"rainIntensity": {
"min": 0.1,
"max": 1
},
"fog": {
"0.0013": 35,
"0.0018": 6,
"0.002": 4,
"0.004": 3,
"0.006": 1
},
"temp": {
"day": {
"min": 9,
"max": 32
},
"night": {
"min": 2,
"max": 16
}
},
"pressure": {
"min": 760,
"max": 780
}
},
"CLOUDY": {
"clouds": {
"0.1": 10,
"0": 10,
"0.15": 10,
"0.4": 10,
"1": 10
},
"windSpeed": {
"0": 6,
"1": 3,
"2": 2,
"3": 1,
"4": 1
},
"windDirection": {
"1": 1,
"2": 1,
"3": 1,
"4": 1,
"5": 1,
"6": 1,
"7": 1,
"8": 1
},
"windGustiness": {
"min": 0,
"max": 1
},
"rain": {
"1": 1
},
"rainIntensity": {
"min": 0,
"max": 1
},
"fog": {
"values": [
0.0013,
0.0018,
0.002,
0.004,
0.006
],
"weights": [
35,
6,
4,
3,
1
]
"0.0013": 35,
"0.0018": 6,
"0.002": 4,
"0.004": 3,
"0.006": 1
},
"temp": {
"day": {
@@ -121,94 +176,48 @@
},
"WINTER": {
"clouds": {
"values": [
-1,
0.65,
1
],
"weights": [
2,
1,
1
]
"-1": 2,
"0.65": 1,
"1": 1
},
"windSpeed": {
"values": [
0,
1,
2,
3,
4
],
"weights": [
6,
3,
2,
1,
1
]
"0": 6,
"1": 3,
"2": 2,
"3": 1,
"4": 1
},
"windDirection": {
"values": [
1,
2,
3,
4,
5,
6,
7,
8
],
"weights": [
1,
1,
1,
1,
1,
1,
1,
1
]
"1": 1,
"2": 1,
"3": 1,
"4": 1,
"5": 1,
"6": 1,
"7": 1,
"8": 1
},
"windGustiness": {
"min": 0,
"max": 1
},
"rain": {
"values": [
1,
2,
3,
4,
5
],
"weights": [
0,
1,
1,
1,
1
]
"1": 0,
"2": 1,
"3": 1,
"4": 1,
"5": 1
},
"rainIntensity": {
"min": 0,
"max": 1
},
"fog": {
"values": [
0.0013,
0.0018,
0.002,
0.004,
0.012
],
"weights": [
5,
4,
1,
3,
2
]
"0.0013": 5,
"0.0018": 4,
"0.002": 1,
"0.004": 3,
"0.012": 2
},
"temp": {
"day": {
@@ -235,7 +244,24 @@
1,
2
]
}
},
"weatherPresetWeight": {
"WINTER_START": {
"SUNNY": 3,
"RAINY": 8,
"CLOUDY": 3
},
"WINTER_END": {
"SUNNY": 3,
"RAINY": 8,
"CLOUDY": 3
},
"default": {
"SUNNY": 7,
"RAINY": 7,
"CLOUDY": 7
}
}
},
"seasonDates": [
{
@@ -1,37 +1,58 @@
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Extensions;
using SPTarkov.Server.Core.Generators;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Common;
using SPTarkov.Server.Core.Models.Eft.Weather;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Models.Spt.Weather;
using SPTarkov.Server.Core.Servers;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Cloners;
namespace SPTarkov.Server.Core.Controllers;
[Injectable]
public class WeatherController(
TimeUtil timeUtil,
WeatherGenerator weatherGenerator,
SeasonalEventService seasonalEventService,
RaidWeatherService raidWeatherService
RaidWeatherService raidWeatherService,
WeatherHelper weatherHelper,
ConfigServer configServer,
ICloner cloner
)
{
protected readonly WeatherConfig WeatherConfig = configServer.GetConfig<WeatherConfig>();
/// <summary>
/// Handle client/weather
/// </summary>
/// <returns>WeatherData</returns>
public WeatherData Generate()
{
var currentSeason = seasonalEventService.GetActiveWeatherSeason();
// Prep object to send to client
var result = new WeatherData
{
Acceleration = 0,
Time = string.Empty,
Date = string.Empty,
Weather = null,
Season = Season.AUTUMN,
Season = currentSeason,
};
weatherGenerator.CalculateGameTime(result);
result.Weather = weatherGenerator.GenerateWeather(result.Season.Value);
// Assign now in a bsg-style formatted string to result object property
result.Date = timeUtil.GetDateTimeNow().FormatToBsgDate();
// Get server uptime seconds multiplied by a multiplier and add to current time as seconds
result.Time = weatherHelper.GetInRaidTime().GetBsgFormattedWeatherTime();
result.Acceleration = WeatherConfig.Acceleration;
var presetWeights = cloner.Clone(weatherGenerator.GetWeatherPresetWeightsBySeason(currentSeason));
result.Weather = weatherGenerator.GenerateWeather(result.Season.Value, ref presetWeights);
return result;
}
@@ -0,0 +1,46 @@
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Eft.Weather;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Models.Spt.Weather;
using SPTarkov.Server.Core.Utils;
namespace SPTarkov.Server.Core.Generators.WeatherGen;
public abstract class AbstractWeatherPresetGeneratorBase(WeightedRandomHelper weightedRandomHelper, RandomUtil randomUtil)
: IWeatherPresetGenerator
{
public abstract bool CanHandle(WeatherPreset preset);
public abstract Weather Generate(PresetWeights weatherWeights);
protected WindDirection GetWeightedWindDirection(PresetWeights weather)
{
return weightedRandomHelper.GetWeightedValue(weather.WindDirection);
}
protected double GetWeightedClouds(PresetWeights weather)
{
return double.Parse(weightedRandomHelper.GetWeightedValue(weather.Clouds));
}
protected double GetWeightedWindSpeed(PresetWeights weather)
{
return double.Parse(weightedRandomHelper.GetWeightedValue(weather.WindSpeed));
}
protected double GetWeightedFog(PresetWeights weather)
{
return double.Parse(weightedRandomHelper.GetWeightedValue(weather.Fog));
}
protected double GetWeightedRain(PresetWeights weather)
{
return double.Parse(weightedRandomHelper.GetWeightedValue(weather.Rain));
}
protected double GetRandomDouble(double min, double max, int precision = 3)
{
return Math.Round(randomUtil.GetDouble(min, max), precision);
}
}
@@ -0,0 +1,41 @@
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Eft.Weather;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Utils;
namespace SPTarkov.Server.Core.Generators.WeatherGen;
[Injectable]
public class CloudyWeatherGenerator(WeightedRandomHelper weightedRandomHelper, RandomUtil randomUtil)
: AbstractWeatherPresetGeneratorBase(weightedRandomHelper, randomUtil)
{
public override bool CanHandle(WeatherPreset preset)
{
return preset == WeatherPreset.CLOUDY;
}
public override Weather Generate(PresetWeights weatherWeights)
{
var clouds = GetWeightedClouds(weatherWeights);
var result = new Weather
{
Pressure = GetRandomDouble(weatherWeights.Pressure.Min, weatherWeights.Pressure.Max),
Temperature = 0, // Handled in caller
Fog = GetWeightedFog(weatherWeights),
RainIntensity = 0,
Rain = 0,
WindGustiness = GetRandomDouble(weatherWeights.WindGustiness.Min, weatherWeights.WindGustiness.Max, 2),
WindDirection = GetWeightedWindDirection(weatherWeights),
WindSpeed = GetWeightedWindSpeed(weatherWeights),
Cloud = clouds,
Time = string.Empty,
Date = string.Empty,
Timestamp = 0,
SptInRaidTimestamp = 0, // Handled in caller
};
return result;
}
}
@@ -0,0 +1,41 @@
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Eft.Weather;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Utils;
namespace SPTarkov.Server.Core.Generators.WeatherGen;
[Injectable]
public class RainyWeatherGenerator(WeightedRandomHelper weightedRandomHelper, RandomUtil randomUtil)
: AbstractWeatherPresetGeneratorBase(weightedRandomHelper, randomUtil)
{
public override bool CanHandle(WeatherPreset preset)
{
return preset == WeatherPreset.RAINY;
}
public override Weather Generate(PresetWeights weatherWeights)
{
var clouds = GetWeightedClouds(weatherWeights);
var result = new Weather
{
Pressure = GetRandomDouble(weatherWeights.Pressure.Min, weatherWeights.Pressure.Max),
Temperature = 0, // // Handled in caller
Fog = GetWeightedFog(weatherWeights),
RainIntensity = GetRandomDouble(weatherWeights.RainIntensity.Min, weatherWeights.RainIntensity.Max),
Rain = GetWeightedRain(weatherWeights),
WindGustiness = GetRandomDouble(weatherWeights.WindGustiness.Min, weatherWeights.WindGustiness.Max, 2),
WindDirection = GetWeightedWindDirection(weatherWeights),
WindSpeed = GetWeightedWindSpeed(weatherWeights),
Cloud = clouds,
Time = string.Empty,
Date = string.Empty,
Timestamp = 0,
SptInRaidTimestamp = 0, // Handled in caller
};
return result;
}
}
@@ -0,0 +1,39 @@
using SPTarkov.DI.Annotations;
using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Eft.Weather;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Utils;
namespace SPTarkov.Server.Core.Generators.WeatherGen;
[Injectable]
public class SunnyWeatherGenerator(WeightedRandomHelper weightedRandomHelper, RandomUtil randomUtil)
: AbstractWeatherPresetGeneratorBase(weightedRandomHelper, randomUtil)
{
public override bool CanHandle(WeatherPreset preset)
{
return preset == WeatherPreset.SUNNY;
}
public override Weather Generate(PresetWeights weatherWeights)
{
var result = new Weather
{
Pressure = GetRandomDouble(weatherWeights.Pressure.Min, weatherWeights.Pressure.Max),
Temperature = 0, // Handled in caller
Fog = GetWeightedFog(weatherWeights),
RainIntensity = 0,
Rain = 0,
WindGustiness = GetRandomDouble(weatherWeights.WindGustiness.Min, weatherWeights.WindGustiness.Max, 2),
WindDirection = GetWeightedWindDirection(weatherWeights),
WindSpeed = GetWeightedWindSpeed(weatherWeights),
Cloud = GetWeightedClouds(weatherWeights),
Time = string.Empty,
Date = string.Empty,
Timestamp = 0,
SptInRaidTimestamp = 0, // Handled in caller
};
return result;
}
}
@@ -4,98 +4,124 @@ using SPTarkov.Server.Core.Helpers;
using SPTarkov.Server.Core.Models.Eft.Weather;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Models.Spt.Weather;
using SPTarkov.Server.Core.Models.Utils;
using SPTarkov.Server.Core.Servers;
using SPTarkov.Server.Core.Services;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Cloners;
namespace SPTarkov.Server.Core.Generators;
[Injectable]
public class WeatherGenerator(
ISptLogger<WeatherGenerator> logger,
TimeUtil timeUtil,
SeasonalEventService seasonalEventService,
WeatherHelper weatherHelper,
ConfigServer configServer,
WeightedRandomHelper weightedRandomHelper,
RandomUtil randomUtil
RandomUtil randomUtil,
IEnumerable<IWeatherPresetGenerator> weatherGenerators,
ICloner cloner
)
{
protected readonly WeatherConfig WeatherConfig = configServer.GetConfig<WeatherConfig>();
/// <summary>
/// Get current + raid datetime and format into correct BSG format.
/// Generate a weather object to send to client
/// </summary>
/// <param name="data"> Weather data </param>
/// <returns> WeatherData </returns>
public void CalculateGameTime(WeatherData data)
/// <param name="currentSeason">What season is weather being generated for</param>
/// <param name="presetWeights">Weather preset weights to pick from (values will be altered when generating more than 1)</param>
/// <param name="timestamp">Optional - Current time in millisecond ticks</param>
/// <param name="previousPreset">Optional -What weather preset was last generated</param>
/// <returns>A generated <see cref="Weather"/> object</returns>
public Weather GenerateWeather(
Season currentSeason,
ref Dictionary<WeatherPreset, double> presetWeights,
long? timestamp = null,
WeatherPreset? previousPreset = null
)
{
var computedDate = timeUtil.GetDateTimeNow();
var formattedDate = computedDate.FormatToBsgDate();
data.Date = formattedDate;
data.Time = GetBsgFormattedInRaidTime();
data.Acceleration = WeatherConfig.Acceleration;
data.Season = seasonalEventService.GetActiveWeatherSeason();
}
/// <summary>
/// Get server uptime seconds multiplied by a multiplier and add to current time as seconds.
/// Formatted to BSGs requirements
/// </summary>
/// <returns>Formatted time as String </returns>
protected string GetBsgFormattedInRaidTime()
{
return weatherHelper.GetInRaidTime().GetBsgFormattedWeatherTime();
}
/// <summary>
/// Return randomised Weather data with help of config/weather.json
/// </summary>
/// <param name="currentSeason"> The currently active season </param>
/// <param name="timestamp"> Optional, what timestamp to generate the weather data at, defaults to now when not supplied </param>
/// <returns> Randomised weather data </returns>
public Weather GenerateWeather(Season currentSeason, long? timestamp = null)
{
var weatherValues = GetWeatherValuesBySeason(currentSeason);
var clouds = GetWeightedClouds(weatherValues);
// Force rain to off if no clouds
var rain = clouds <= 0.6 ? 0 : GetWeightedRain(weatherValues);
// TODO: Ensure Weather settings match Ts Server GetRandomDouble produces a decimal value way higher than ts server
var result = new Weather
if (presetWeights.Count == 0)
{
Pressure = GetRandomDouble(weatherValues.Pressure.Min, weatherValues.Pressure.Max),
Temperature = 0,
Fog = GetWeightedFog(weatherValues),
RainIntensity = rain > 1 ? GetRandomDouble(weatherValues.RainIntensity.Min, weatherValues.RainIntensity.Max) : 0,
Rain = rain,
WindGustiness = GetRandomDouble(weatherValues.WindGustiness.Min, weatherValues.WindGustiness.Max, 2),
WindDirection = GetWeightedWindDirection(weatherValues),
WindSpeed = GetWeightedWindSpeed(weatherValues),
Cloud = clouds,
Time = string.Empty,
Date = string.Empty,
Timestamp = 0,
SptInRaidTimestamp = 0,
};
// No presets, get fresh cloned weights from config
presetWeights = cloner.Clone(GetWeatherPresetWeightsBySeason(currentSeason));
}
// Only process when we have weights + there was previous preset chosen
if (previousPreset.HasValue && presetWeights.ContainsKey(previousPreset.Value))
{
// We know last picked preset, Adjust weights
// Make it less likely to be picked now
// Clamp to 0
presetWeights[previousPreset.Value] = Math.Max(0, presetWeights[previousPreset.Value] - 1);
}
// Assign value to previousPreset to be picked up next loop
previousPreset = weightedRandomHelper.GetWeightedValue(presetWeights);
// Check if chosen preset has been exhausted and reset if necessary
if (presetWeights[previousPreset.Value] == 0)
{
// Flag for fresh presets
presetWeights.Clear();
}
return GenerateWeatherByPreset(previousPreset.Value, timestamp);
}
/// <summary>
/// Gets weather property weights for the provided season
/// </summary>
/// <param name="currentSeason">Desired season to get weights for</param>
/// <returns>A dictionary of weather preset weights</returns>
public Dictionary<WeatherPreset, double> GetWeatherPresetWeightsBySeason(Season currentSeason)
{
return WeatherConfig.Weather.WeatherPresetWeight.TryGetValue(currentSeason.ToString(), out var weights)
? weights
: WeatherConfig.Weather.WeatherPresetWeight.GetValueOrDefault("default")!;
}
/// <summary>
/// Creates a <see cref="Weather"/> object that adheres to the chosen preset
/// </summary>
/// <param name="chosenPreset">The weather preset chosen to generate</param>
/// <param name="timestamp">OPTIONAL - generate the weather object with a specific time instead of now</param>
/// <returns>A generated <see cref="Weather"/> object</returns>
protected Weather GenerateWeatherByPreset(WeatherPreset chosenPreset, long? timestamp)
{
var generator = weatherGenerators.FirstOrDefault(gen => gen.CanHandle(chosenPreset));
if (generator is null)
{
logger.Warning($"Unable to find weather generator for: {chosenPreset}, falling back to sunny");
generator = weatherGenerators.FirstOrDefault(gen => gen.CanHandle(WeatherPreset.SUNNY));
}
var presetWeights = GetWeatherWeightsByPreset(chosenPreset);
var result = generator.Generate(presetWeights);
// Set time values in result using now or passed in timestamp
SetCurrentDateTime(result, timestamp);
result.Temperature = GetRaidTemperature(weatherValues, result.SptInRaidTimestamp ?? 0);
// Must occur after SetCurrentDateTime(), temp depends on timestamp
result.Temperature = GetRaidTemperature(presetWeights, result.SptInRaidTimestamp ?? 0);
// Needed by RaidWeatherService
result.SptChosenPreset = chosenPreset;
return result;
}
protected SeasonalValues GetWeatherValuesBySeason(Season currentSeason)
/// <summary>
/// Get the weather preset weights based on passed in preset, get defaults if preset not found in config
/// </summary>
/// <param name="weatherPreset">Desired preset</param>
/// <returns>PresetWeights</returns>
protected PresetWeights GetWeatherWeightsByPreset(WeatherPreset weatherPreset)
{
if (!WeatherConfig.Weather.SeasonValues.TryGetValue(currentSeason.ToString(), out var value))
{
return WeatherConfig.Weather.SeasonValues["default"];
}
return value!;
return WeatherConfig.Weather.PresetWeights.TryGetValue(weatherPreset.ToString(), out var value)
? value
: WeatherConfig.Weather.PresetWeights["default"];
}
/// <summary>
@@ -104,7 +130,7 @@ public class WeatherGenerator(
/// <param name="weather"> What season Tarkov is currently in </param>
/// <param name="inRaidTimestamp"> What time is the raid running at </param>
/// <returns> Timestamp </returns>
protected double GetRaidTemperature(SeasonalValues weather, long inRaidTimestamp)
protected double GetRaidTemperature(PresetWeights weather, long inRaidTimestamp)
{
// Convert timestamp to date so we can get current hour and check if its day or night
var currentRaidTime = new DateTime(inRaidTimestamp);
@@ -130,34 +156,4 @@ public class WeatherGenerator(
weather.Time = datetimeBsgFormat; // matches weather.timestamp
weather.SptInRaidTimestamp = weather.Timestamp;
}
protected WindDirection GetWeightedWindDirection(SeasonalValues weather)
{
return weightedRandomHelper.WeightedRandom(weather.WindDirection.Values, weather.WindDirection.Weights).Item;
}
protected double GetWeightedClouds(SeasonalValues weather)
{
return weightedRandomHelper.WeightedRandom(weather.Clouds.Values, weather.Clouds.Weights).Item;
}
protected double GetWeightedWindSpeed(SeasonalValues weather)
{
return weightedRandomHelper.WeightedRandom(weather.WindSpeed.Values, weather.WindSpeed.Weights).Item;
}
protected double GetWeightedFog(SeasonalValues weather)
{
return weightedRandomHelper.WeightedRandom(weather.Fog.Values, weather.Fog.Weights).Item;
}
protected double GetWeightedRain(SeasonalValues weather)
{
return weightedRandomHelper.WeightedRandom(weather.Rain.Values, weather.Rain.Weights).Item;
}
protected double GetRandomDouble(double min, double max, int precision = 3)
{
return Math.Round(randomUtil.GetDouble(min, max), precision);
}
}
@@ -1,5 +1,6 @@
using System.Text.Json.Serialization;
using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Config;
namespace SPTarkov.Server.Core.Models.Eft.Weather;
@@ -67,4 +68,7 @@ public record Weather
[JsonPropertyName("sptInRaidTimestamp")]
public long? SptInRaidTimestamp { get; set; }
[JsonPropertyName("sptChosenPreset")]
public WeatherPreset? SptChosenPreset { get; set; }
}
@@ -50,8 +50,8 @@ public record SeasonDateTimes
public record WeatherValues
{
[JsonPropertyName("seasonValues")]
public Dictionary<string, SeasonalValues>? SeasonValues { get; set; }
[JsonPropertyName("presetWeights")]
public Dictionary<string, PresetWeights>? PresetWeights { get; set; }
/// <summary>
/// How many hours to generate weather data into the future
@@ -64,30 +64,40 @@ public record WeatherValues
/// </summary>
[JsonPropertyName("timePeriod")]
public WeatherSettings<int>? TimePeriod { get; set; }
[JsonPropertyName("weatherPresetWeight")]
public Dictionary<string, Dictionary<WeatherPreset, double>> WeatherPresetWeight { get; set; }
}
public record SeasonalValues
public enum WeatherPreset
{
SUNNY = 1,
RAINY = 2,
CLOUDY = 3,
}
public record PresetWeights
{
[JsonPropertyName("clouds")]
public WeatherSettings<double>? Clouds { get; set; }
public Dictionary<string, double> Clouds { get; set; }
[JsonPropertyName("windSpeed")]
public WeatherSettings<double>? WindSpeed { get; set; }
public Dictionary<string, double>? WindSpeed { get; set; }
[JsonPropertyName("windDirection")]
public WeatherSettings<WindDirection>? WindDirection { get; set; }
public Dictionary<WindDirection, double>? WindDirection { get; set; }
[JsonPropertyName("windGustiness")]
public MinMax<double>? WindGustiness { get; set; }
[JsonPropertyName("rain")]
public WeatherSettings<double>? Rain { get; set; }
public Dictionary<string, double>? Rain { get; set; }
[JsonPropertyName("rainIntensity")]
public MinMax<double>? RainIntensity { get; set; }
[JsonPropertyName("fog")]
public WeatherSettings<double>? Fog { get; set; }
public Dictionary<string, double>? Fog { get; set; }
[JsonPropertyName("temp")]
public TempDayNight? Temp { get; set; }
@@ -0,0 +1,9 @@
using SPTarkov.Server.Core.Models.Spt.Config;
namespace SPTarkov.Server.Core.Models.Spt.Weather;
public interface IWeatherPresetGenerator
{
public bool CanHandle(WeatherPreset preset);
public Eft.Weather.Weather Generate(PresetWeights weatherWeights);
}
@@ -118,7 +118,7 @@ public class PostDbLoadService(
AddCustomItemPresetsToGlobals();
var currentSeason = seasonalEventService.GetActiveWeatherSeason();
raidWeatherService.GenerateWeather(currentSeason);
raidWeatherService.GenerateFutureWeatherAndCache(currentSeason);
if (BotConfig.WeeklyBoss.Enabled)
{
@@ -6,6 +6,7 @@ using SPTarkov.Server.Core.Models.Enums;
using SPTarkov.Server.Core.Models.Spt.Config;
using SPTarkov.Server.Core.Servers;
using SPTarkov.Server.Core.Utils;
using SPTarkov.Server.Core.Utils.Cloners;
namespace SPTarkov.Server.Core.Services;
@@ -15,7 +16,8 @@ public class RaidWeatherService(
WeatherGenerator weatherGenerator,
SeasonalEventService seasonalEventService,
WeightedRandomHelper weightedRandomHelper,
ConfigServer configServer
ConfigServer configServer,
ICloner cloner
)
{
protected readonly WeatherConfig WeatherConfig = configServer.GetConfig<WeatherConfig>();
@@ -24,7 +26,7 @@ public class RaidWeatherService(
/// <summary>
/// Generate 24 hours of weather data starting from midnight today
/// </summary>
public void GenerateWeather(Season currentSeason)
public void GenerateFutureWeatherAndCache(Season currentSeason)
{
// When to start generating weather from in milliseconds
var startingTimestamp = timeUtil.GetTodayMidnightTimeStamp();
@@ -34,13 +36,21 @@ public class RaidWeatherService(
// Keep adding new weather until we have reached desired future date
var nextTimestamp = startingTimestamp;
// Store this so it can be passed into GenerateWeather()
WeatherPreset? previousPreset = null;
var presetWeights = cloner.Clone(weatherGenerator.GetWeatherPresetWeightsBySeason(currentSeason));
while (nextTimestamp <= futureTimestampToReach)
{
var newWeatherToAddToCache = weatherGenerator.GenerateWeather(currentSeason, nextTimestamp);
// Pass by ref as method will alter weight values
var newWeatherToAddToCache = weatherGenerator.GenerateWeather(currentSeason, ref presetWeights, nextTimestamp, previousPreset);
// Add generated weather for time period to cache
WeatherForecast.Add(newWeatherToAddToCache);
// Store for use in next loop
previousPreset = newWeatherToAddToCache.SptChosenPreset;
// Increment timestamp so next loop can begin at correct time
nextTimestamp += GetWeightedWeatherTimePeriod();
}
@@ -93,7 +103,7 @@ public class RaidWeatherService(
var result = WeatherForecast.Where(weather => weather.Timestamp >= timeUtil.GetTimeStamp());
if (!result.Any())
{
GenerateWeather(currentSeason);
GenerateFutureWeatherAndCache(currentSeason);
}
}
}