mirror of
https://github.com/sp-tarkov/server.git
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188 lines
7.6 KiB
TypeScript
188 lines
7.6 KiB
TypeScript
import { ApplicationContext } from "@spt/context/ApplicationContext";
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import { WeatherHelper } from "@spt/helpers/WeatherHelper";
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import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
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import { IWeather, IWeatherData } from "@spt/models/eft/weather/IWeatherData";
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import { ConfigTypes } from "@spt/models/enums/ConfigTypes";
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import { Season } from "@spt/models/enums/Season";
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import { WindDirection } from "@spt/models/enums/WindDirection";
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import { IWeatherConfig } from "@spt/models/spt/config/IWeatherConfig";
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import { ILogger } from "@spt/models/spt/utils/ILogger";
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import { ConfigServer } from "@spt/servers/ConfigServer";
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import { SeasonalEventService } from "@spt/services/SeasonalEventService";
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import { RandomUtil } from "@spt/utils/RandomUtil";
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import { TimeUtil } from "@spt/utils/TimeUtil";
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import { inject, injectable } from "tsyringe";
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@injectable()
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export class WeatherGenerator {
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protected weatherConfig: IWeatherConfig;
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// Note: If this value gets save/load support, raid time could be tracked across server restarts
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// Currently it will set the In Raid time to your current real time on server launch
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private serverStartTimestampMS = Date.now();
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constructor(
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@inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper,
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@inject("WeatherHelper") protected weatherHelper: WeatherHelper,
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@inject("PrimaryLogger") protected logger: ILogger,
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@inject("RandomUtil") protected randomUtil: RandomUtil,
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@inject("TimeUtil") protected timeUtil: TimeUtil,
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@inject("SeasonalEventService") protected seasonalEventService: SeasonalEventService,
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@inject("ApplicationContext") protected applicationContext: ApplicationContext,
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@inject("ConfigServer") protected configServer: ConfigServer,
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) {
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this.weatherConfig = this.configServer.getConfig(ConfigTypes.WEATHER);
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}
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/**
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* Get current + raid datetime and format into correct BSG format and return
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* @param data Weather data
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* @returns IWeatherData
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*/
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public calculateGameTime(data: IWeatherData): IWeatherData {
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const computedDate = new Date();
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const formattedDate = this.timeUtil.formatDate(computedDate);
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data.date = formattedDate;
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data.time = this.getBsgFormattedInRaidTime();
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data.acceleration = this.weatherConfig.acceleration;
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data.season = this.seasonalEventService.getActiveWeatherSeason();
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return data;
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}
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/**
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* Get server uptime seconds multiplied by a multiplier and add to current time as seconds
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* Format to BSGs requirements
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* @param currentDate current date
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* @returns formatted time
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*/
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protected getBsgFormattedInRaidTime(): string {
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const clientAcceleratedDate = this.weatherHelper.getInRaidTime();
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return this.getBSGFormattedTime(clientAcceleratedDate);
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}
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/**
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* Get current time formatted to fit BSGs requirement
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* @param date date to format into bsg style
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* @returns Time formatted in BSG format
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*/
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protected getBSGFormattedTime(date: Date): string {
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return this.timeUtil.formatTime(date).replace("-", ":").replace("-", ":");
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}
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/**
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* Return randomised Weather data with help of config/weather.json
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* @param currentSeason the currently active season
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* @param timestamp OPTIONAL what timestamp to generate the weather data at, defaults to now when not supplied
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* @returns Randomised weather data
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*/
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public generateWeather(currentSeason: Season, timestamp?: number): IWeather {
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const clouds = this.getWeightedClouds();
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// Force rain to off if no clouds
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const rain = clouds <= 2 ? 1 : this.getWeightedRain();
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const result: IWeather = {
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cloud: clouds,
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wind_speed: this.getWeightedWindSpeed(),
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wind_direction: this.getWeightedWindDirection(),
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wind_gustiness: this.getRandomFloat("windGustiness"),
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rain: rain,
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rain_intensity: rain > 1 ? this.getRandomFloat("rainIntensity") : 0,
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fog: this.getWeightedFog(),
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temp: 0, // TODO - lower value at night / take into account season
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pressure: this.getRandomFloat("pressure"),
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time: "",
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date: "",
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timestamp: 0, // Added below
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sptInRaidTimestamp: 0, // Added below
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};
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this.setCurrentDateTime(result, timestamp);
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result.temp = this.getRaidTemperature(currentSeason, result.sptInRaidTimestamp);
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return result;
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}
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/**
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* Choose a temprature for the raid based on time of day and current season
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* @param currentSeason What season tarkov is currently in
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* @param inRaidTimestamp What time is the raid running at
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* @returns Timestamp
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*/
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protected getRaidTemperature(currentSeason: Season, inRaidTimestamp: number): number {
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// Convert timestamp to date so we can get current hour and check if its day or night
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const currentRaidTime = new Date(inRaidTimestamp);
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const seasonDayNightTempValues = this.weatherConfig.weather.temp[currentSeason];
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const minMax = this.weatherHelper.isHourAtNightTime(currentRaidTime.getHours())
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? seasonDayNightTempValues.night
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: seasonDayNightTempValues.day;
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return Number.parseFloat(this.randomUtil.getFloat(minMax.min, minMax.max).toPrecision(2));
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}
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/**
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* Set IWeather date/time/timestamp values to now
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* @param weather Object to update
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* @param timestamp OPTIONAL, define timestamp used
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*/
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protected setCurrentDateTime(weather: IWeather, timestamp?: number): void {
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const inRaidTime = this.weatherHelper.getInRaidTime(timestamp);
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const normalTime = this.getBSGFormattedTime(inRaidTime);
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const formattedDate = this.timeUtil.formatDate(inRaidTime);
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const datetimeBsgFormat = `${formattedDate} ${normalTime}`;
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weather.timestamp = Math.floor(timestamp ? timestamp : inRaidTime.getTime() / 1000); // matches weather.date
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weather.date = formattedDate; // matches weather.timestamp
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weather.time = datetimeBsgFormat; // matches weather.timestamp
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weather.sptInRaidTimestamp = inRaidTime.getTime();
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}
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protected getWeightedWindDirection(): WindDirection {
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return this.weightedRandomHelper.weightedRandom(
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this.weatherConfig.weather.windDirection.values,
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this.weatherConfig.weather.windDirection.weights,
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).item;
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}
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protected getWeightedClouds(): number {
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return this.weightedRandomHelper.weightedRandom(
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this.weatherConfig.weather.clouds.values,
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this.weatherConfig.weather.clouds.weights,
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).item;
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}
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protected getWeightedWindSpeed(): number {
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return this.weightedRandomHelper.weightedRandom(
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this.weatherConfig.weather.windSpeed.values,
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this.weatherConfig.weather.windSpeed.weights,
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).item;
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}
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protected getWeightedFog(): number {
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return this.weightedRandomHelper.weightedRandom(
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this.weatherConfig.weather.fog.values,
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this.weatherConfig.weather.fog.weights,
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).item;
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}
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protected getWeightedRain(): number {
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return this.weightedRandomHelper.weightedRandom(
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this.weatherConfig.weather.rain.values,
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this.weatherConfig.weather.rain.weights,
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).item;
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}
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protected getRandomFloat(node: string): number {
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return Number.parseFloat(
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this.randomUtil
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.getFloat(this.weatherConfig.weather[node].min, this.weatherConfig.weather[node].max)
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.toPrecision(3),
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);
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}
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}
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