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c92ebcac6c
In the 0.00001% chance someone changes blockid to be 16 bits
201 lines
No EOL
7.9 KiB
C#
201 lines
No EOL
7.9 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using ClassicalSharp.Events;
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using BlockID = System.Byte;
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namespace ClassicalSharp.Map {
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public enum Weather { Sunny, Rainy, Snowy, }
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/// <summary> Contains the environment metadata for a world. </summary>
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public sealed class WorldEnv {
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/// <summary> Colour of the sky located behind/above clouds. </summary>
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public FastColour SkyCol = DefaultSkyColour;
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public static readonly FastColour DefaultSkyColour = new FastColour(0x99, 0xCC, 0xFF);
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/// <summary> Colour applied to the fog/horizon looking out horizontally.
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/// Note the true horizon colour is a blend of this and sky colour. </summary>
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public FastColour FogCol = DefaultFogColour;
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public static readonly FastColour DefaultFogColour = new FastColour(0xFF, 0xFF, 0xFF);
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/// <summary> Colour applied to the clouds. </summary>
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public FastColour CloudsCol = DefaultCloudsColour;
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public static readonly FastColour DefaultCloudsColour = new FastColour(0xFF, 0xFF, 0xFF);
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/// <summary> Height of the clouds in world space. </summary>
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public int CloudHeight;
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/// <summary> Modifier of how fast clouds travel across the world, defaults to 1. </summary>
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public float CloudsSpeed = 1;
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/// <summary> Modifier of how fast rain/snow falls, defaults to 1. </summary>
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public float WeatherSpeed = 1;
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/// <summary> Modifier of how fast rain/snow fades, defaults to 1. </summary>
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public float WeatherFade = 1;
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/// <summary> Colour applied to blocks located in direct sunlight. </summary>
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public FastColour Sunlight;
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public int Sun, SunXSide, SunZSide, SunYBottom;
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public static readonly FastColour DefaultSunlight = new FastColour(0xFF, 0xFF, 0xFF);
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/// <summary> Colour applied to blocks located in shadow / hidden from direct sunlight. </summary>
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public FastColour Shadowlight;
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public int Shadow, ShadowXSide, ShadowZSide, ShadowYBottom;
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public static readonly FastColour DefaultShadowlight = new FastColour(0x9B, 0x9B, 0x9B);
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/// <summary> Current weather for this particular map. </summary>
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public Weather Weather = Weather.Sunny;
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/// <summary> Block that surrounds map the map horizontally (default water) </summary>
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public BlockID EdgeBlock = Block.StillWater;
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/// <summary> Height of the map edge in world space. </summary>
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public int EdgeHeight;
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/// <summary> Block that surrounds the map that fills the bottom of the map horizontally,
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/// fills part of the vertical sides of the map, and also surrounds map the map horizontally. (default bedrock) </summary>
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public BlockID SidesBlock = Block.Bedrock;
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/// <summary> Maximum height of the various parts of the map sides, in world space. </summary>
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public int SidesHeight { get { return EdgeHeight - 2; } }
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/// <summary> Whether exponential fog mode is used by default. </summary>
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public bool ExpFog;
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Game game;
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public WorldEnv(Game game) {
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this.game = game;
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ResetLight();
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}
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/// <summary> Resets all of the environment properties to their defaults. </summary>
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public void Reset() {
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EdgeHeight = -1;
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CloudHeight = -1;
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EdgeBlock = Block.StillWater;
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SidesBlock = Block.Bedrock;
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CloudsSpeed = 1;
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WeatherSpeed = 1;
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WeatherFade = 1;
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ResetLight();
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SkyCol = DefaultSkyColour;
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FogCol = DefaultFogColour;
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CloudsCol = DefaultCloudsColour;
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Weather = Weather.Sunny;
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ExpFog = false;
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}
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void ResetLight() {
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Shadowlight = DefaultShadowlight;
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Shadow = Shadowlight.Pack();
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FastColour.GetShaded(Shadowlight, out ShadowXSide,
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out ShadowZSide, out ShadowYBottom);
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Sunlight = DefaultSunlight;
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Sun = Sunlight.Pack();
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FastColour.GetShaded(Sunlight, out SunXSide,
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out SunZSide, out SunYBottom);
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}
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/// <summary> Sets sides block to the given block, and raises
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/// EnvVariableChanged event with variable 'SidesBlock'. </summary>
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public void SetSidesBlock(BlockID block) {
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if (block == SidesBlock) return;
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if (block == Block.MaxDefinedBlock) {
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Utils.LogDebug("Tried to set sides block to an invalid block: " + block);
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block = Block.Bedrock;
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}
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SidesBlock = block;
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game.WorldEvents.RaiseEnvVariableChanged(EnvVar.SidesBlock);
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}
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/// <summary> Sets edge block to the given block, and raises
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/// EnvVariableChanged event with variable 'EdgeBlock'. </summary>
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public void SetEdgeBlock(BlockID block) {
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if (block == EdgeBlock) return;
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if (block == Block.MaxDefinedBlock) {
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Utils.LogDebug("Tried to set edge block to an invalid block: " + block);
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block = Block.StillWater;
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}
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EdgeBlock = block;
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game.WorldEvents.RaiseEnvVariableChanged(EnvVar.EdgeBlock);
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}
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/// <summary> Sets clouds height in world space, and raises
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/// EnvVariableChanged event with variable 'CloudsLevel'. </summary>
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public void SetCloudsLevel(int level) { Set(level, ref CloudHeight, EnvVar.CloudsLevel); }
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/// <summary> Sets clouds speed, and raises EnvVariableChanged
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/// event with variable 'CloudsSpeed'. </summary>
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public void SetCloudsSpeed(float speed) { Set(speed, ref CloudsSpeed, EnvVar.CloudsSpeed); }
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/// <summary> Sets weather speed, and raises EnvVariableChanged
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/// event with variable 'WeatherSpeed'. </summary>
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public void SetWeatherSpeed(float speed) { Set(speed, ref WeatherSpeed, EnvVar.WeatherSpeed); }
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/// <summary> Sets weather fade rate, and raises EnvVariableChanged
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/// event with variable 'WeatherFade'. </summary>
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public void SetWeatherFade(float rate) { Set(rate, ref WeatherFade, EnvVar.WeatherFade); }
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/// <summary> Sets height of the map edges in world space, and raises
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/// EnvVariableChanged event with variable 'EdgeLevel'. </summary>
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public void SetEdgeLevel(int level) { Set(level, ref EdgeHeight, EnvVar.EdgeLevel); }
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/// <summary> Sets whether exponential fog is used, and raises
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/// EnvVariableChanged event with variable 'ExpFog'. </summary>
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public void SetExpFog(bool expFog) { Set(expFog, ref ExpFog, EnvVar.ExpFog); }
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/// <summary> Sets weather, and raises
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/// EnvVariableChanged event with variable 'Weather'. </summary>
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public void SetWeather(Weather weather) {
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if (weather == Weather) return;
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Weather = weather;
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game.WorldEvents.RaiseEnvVariableChanged(EnvVar.Weather);
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}
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/// <summary> Sets tsky colour, and raises
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/// EnvVariableChanged event with variable 'SkyColour'. </summary>
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public void SetSkyColour(FastColour col) { Set(col, ref SkyCol, EnvVar.SkyColour); }
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/// <summary> Sets fog colour, and raises
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/// EnvVariableChanged event with variable 'FogColour'. </summary>
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public void SetFogColour(FastColour col) { Set(col, ref FogCol, EnvVar.FogColour); }
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/// <summary> Sets clouds colour, and raises
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/// EnvVariableChanged event with variable 'CloudsColour'. </summary>
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public void SetCloudsColour(FastColour col) { Set(col, ref CloudsCol, EnvVar.CloudsColour); }
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/// <summary> Sets sunlight colour, and raises
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/// EnvVariableChanged event with variable 'SunlightColour'. </summary>
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public void SetSunlight(FastColour col) {
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if (!Set(col, ref Sunlight, EnvVar.SunlightColour)) return;
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FastColour.GetShaded(Sunlight, out SunXSide,
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out SunZSide, out SunYBottom);
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Sun = Sunlight.Pack();
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game.WorldEvents.RaiseEnvVariableChanged(EnvVar.SunlightColour);
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}
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/// <summary> Sets current shadowlight colour, and raises
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/// EnvVariableChanged event with variable 'ShadowlightColour'. </summary>
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public void SetShadowlight(FastColour col) {
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if (!Set(col, ref Shadowlight, EnvVar.ShadowlightColour)) return;
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FastColour.GetShaded(Shadowlight, out ShadowXSide,
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out ShadowZSide, out ShadowYBottom);
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Shadow = Shadowlight.Pack();
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game.WorldEvents.RaiseEnvVariableChanged(EnvVar.ShadowlightColour);
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}
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bool Set<T>(T value, ref T target, EnvVar var) where T : IEquatable<T> {
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if (value.Equals(target)) return false;
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target = value;
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game.WorldEvents.RaiseEnvVariableChanged(var);
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return true;
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}
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}
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} |