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server/project/src/generators/WeatherGenerator.ts
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TypeScript

import { ApplicationContext } from "@spt/context/ApplicationContext";
import { WeightedRandomHelper } from "@spt/helpers/WeightedRandomHelper";
import { IWeather, IWeatherData } from "@spt/models/eft/weather/IWeatherData";
import { ConfigTypes } from "@spt/models/enums/ConfigTypes";
import { WindDirection } from "@spt/models/enums/WindDirection";
import { IWeatherConfig } from "@spt/models/spt/config/IWeatherConfig";
import { ILogger } from "@spt/models/spt/utils/ILogger";
import { ConfigServer } from "@spt/servers/ConfigServer";
import { SeasonalEventService } from "@spt/services/SeasonalEventService";
import { RandomUtil } from "@spt/utils/RandomUtil";
import { TimeUtil } from "@spt/utils/TimeUtil";
import { inject, injectable } from "tsyringe";
@injectable()
export class WeatherGenerator {
protected weatherConfig: IWeatherConfig;
// Note: If this value gets save/load support, raid time could be tracked across server restarts
// Currently it will set the In Raid time to your current real time on server launch
private serverStartTimestampMS = Date.now();
constructor(
@inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper,
@inject("PrimaryLogger") protected logger: ILogger,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("TimeUtil") protected timeUtil: TimeUtil,
@inject("SeasonalEventService") protected seasonalEventService: SeasonalEventService,
@inject("ApplicationContext") protected applicationContext: ApplicationContext,
@inject("ConfigServer") protected configServer: ConfigServer,
) {
this.weatherConfig = this.configServer.getConfig(ConfigTypes.WEATHER);
}
/**
* Get current + raid datetime and format into correct BSG format and return
* @param data Weather data
* @returns IWeatherData
*/
public calculateGameTime(data: IWeatherData): IWeatherData {
const computedDate = new Date();
const formattedDate = this.timeUtil.formatDate(computedDate);
data.date = formattedDate;
data.time = this.getBsgFormattedInRaidTime();
data.acceleration = this.weatherConfig.acceleration;
data.season = this.weatherConfig.overrideSeason
? this.weatherConfig.overrideSeason
: this.seasonalEventService.getActiveWeatherSeason();
return data;
}
/**
* Get server uptime seconds multiplied by a multiplier and add to current time as seconds
* Format to BSGs requirements
* @param currentDate current date
* @returns formatted time
*/
protected getBsgFormattedInRaidTime(): string {
const clientAcceleratedDate = this.getInRaidTime();
return this.getBSGFormattedTime(clientAcceleratedDate);
}
/**
* Get the current in-raid time
* @param currentDate (new Date())
* @returns Date object of current in-raid time
*/
public getInRaidTime(): Date {
// tarkov time = (real time * 7 % 24 hr) + 3 hour
const russiaOffset = this.timeUtil.getHoursAsSeconds(3) * 1000;
return new Date(
(russiaOffset + new Date().getTime() * this.weatherConfig.acceleration) %
(this.timeUtil.getHoursAsSeconds(24) * 1000),
);
}
/**
* Get current time formatted to fit BSGs requirement
* @param date date to format into bsg style
* @returns Time formatted in BSG format
*/
protected getBSGFormattedTime(date: Date): string {
return this.timeUtil.formatTime(date).replace("-", ":").replace("-", ":");
}
/**
* Return randomised Weather data with help of config/weather.json
* @returns Randomised weather data
*/
public generateWeather(): IWeather {
const rain = this.getWeightedRain();
const result: IWeather = {
cloud: this.getWeightedClouds(),
wind_speed: this.getWeightedWindSpeed(),
wind_direction: this.getWeightedWindDirection(),
wind_gustiness: this.getRandomFloat("windGustiness"),
rain: rain,
rain_intensity: rain > 1 ? this.getRandomFloat("rainIntensity") : 0,
fog: this.getWeightedFog(),
temp: this.getRandomFloat("temp"),
pressure: this.getRandomFloat("pressure"),
time: "",
date: "",
timestamp: 0,
};
this.setCurrentDateTime(result);
return result;
}
/**
* Set IWeather date/time/timestamp values to now
* @param weather Object to update
*/
protected setCurrentDateTime(weather: IWeather): void {
const currentDate = this.getInRaidTime();
const normalTime = this.getBSGFormattedTime(currentDate);
const formattedDate = this.timeUtil.formatDate(currentDate);
const datetime = `${formattedDate} ${normalTime}`;
weather.timestamp = Math.floor(currentDate.getTime() / 1000); // matches weather.date
weather.date = formattedDate; // matches weather.timestamp
weather.time = datetime; // matches weather.timestamp
}
protected getWeightedWindDirection(): WindDirection {
return this.weightedRandomHelper.weightedRandom(
this.weatherConfig.weather.windDirection.values,
this.weatherConfig.weather.windDirection.weights,
).item;
}
protected getWeightedClouds(): number {
return this.weightedRandomHelper.weightedRandom(
this.weatherConfig.weather.clouds.values,
this.weatherConfig.weather.clouds.weights,
).item;
}
protected getWeightedWindSpeed(): number {
return this.weightedRandomHelper.weightedRandom(
this.weatherConfig.weather.windSpeed.values,
this.weatherConfig.weather.windSpeed.weights,
).item;
}
protected getWeightedFog(): number {
return this.weightedRandomHelper.weightedRandom(
this.weatherConfig.weather.fog.values,
this.weatherConfig.weather.fog.weights,
).item;
}
protected getWeightedRain(): number {
return this.weightedRandomHelper.weightedRandom(
this.weatherConfig.weather.rain.values,
this.weatherConfig.weather.rain.weights,
).item;
}
protected getRandomFloat(node: string): number {
return Number.parseFloat(
this.randomUtil
.getFloat(this.weatherConfig.weather[node].min, this.weatherConfig.weather[node].max)
.toPrecision(3),
);
}
}