836112dc50
* 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>
74 lines
2.5 KiB
C#
74 lines
2.5 KiB
C#
using SPTarkov.DI.Annotations;
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using SPTarkov.Server.Core.Extensions;
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using SPTarkov.Server.Core.Generators;
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using SPTarkov.Server.Core.Helpers;
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using SPTarkov.Server.Core.Models.Common;
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using SPTarkov.Server.Core.Models.Eft.Weather;
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using SPTarkov.Server.Core.Models.Spt.Config;
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using SPTarkov.Server.Core.Models.Spt.Weather;
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using SPTarkov.Server.Core.Servers;
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using SPTarkov.Server.Core.Services;
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using SPTarkov.Server.Core.Utils;
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using SPTarkov.Server.Core.Utils.Cloners;
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namespace SPTarkov.Server.Core.Controllers;
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[Injectable]
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public class WeatherController(
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TimeUtil timeUtil,
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WeatherGenerator weatherGenerator,
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SeasonalEventService seasonalEventService,
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RaidWeatherService raidWeatherService,
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WeatherHelper weatherHelper,
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ConfigServer configServer,
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ICloner cloner
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)
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{
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protected readonly WeatherConfig WeatherConfig = configServer.GetConfig<WeatherConfig>();
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/// <summary>
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/// Handle client/weather
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/// </summary>
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/// <returns>WeatherData</returns>
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public WeatherData Generate()
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{
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var currentSeason = seasonalEventService.GetActiveWeatherSeason();
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// Prep object to send to client
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var result = new WeatherData
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{
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Acceleration = 0,
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Time = string.Empty,
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Date = string.Empty,
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Weather = null,
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Season = currentSeason,
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};
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// Assign now in a bsg-style formatted string to result object property
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result.Date = timeUtil.GetDateTimeNow().FormatToBsgDate();
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// Get server uptime seconds multiplied by a multiplier and add to current time as seconds
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result.Time = weatherHelper.GetInRaidTime().GetBsgFormattedWeatherTime();
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result.Acceleration = WeatherConfig.Acceleration;
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var presetWeights = cloner.Clone(weatherGenerator.GetWeatherPresetWeightsBySeason(currentSeason));
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result.Weather = weatherGenerator.GenerateWeather(result.Season.Value, ref presetWeights);
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return result;
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}
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/// <summary>
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/// Handle client/localGame/weather
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/// </summary>
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/// <param name="sessionId">Session/Player id</param>
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/// <returns>GetLocalWeatherResponseData</returns>
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public GetLocalWeatherResponseData GenerateLocal(MongoId sessionId)
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{
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var result = new GetLocalWeatherResponseData { Season = seasonalEventService.GetActiveWeatherSeason(), Weather = [] };
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result.Weather.AddRange(raidWeatherService.GetUpcomingWeather());
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return result;
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}
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}
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