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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-10 10:34:06 +09:00
season variable moved to worldtime
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@@ -155,6 +155,17 @@ class WorldTime(initTime: Long = 0L) {
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return -23.44 * cos(TWO_PI * x / YEAR_DAYS)
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return -23.44 * cos(TWO_PI * x / YEAR_DAYS)
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}
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}
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/**
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* Ecological season, defined as Prevernal, Vernal, Aestival, Serotinal, Autumnal and Hibernal.
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*
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* @return yearly progress of the six seasons, 0f (inclusve) to 6f (exclusive)
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*/
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val ecologicalSeason: Float
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get() {
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val drawTIME_T = TIME_T - (WorldTime.DAY_LENGTH * 10) // offset by -10 days
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return (drawTIME_T fmod (WorldTime.DAY_LENGTH * WorldTime.YEAR_DAYS).toLong()).toFloat() / (WorldTime.DAY_LENGTH * WorldTime.YEAR_DAYS / 6)
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}
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@Transient private var realSecAcc: Double = 0.0
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@Transient private var realSecAcc: Double = 0.0
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@Transient private val REAL_SEC_TO_GAME_SECS = 1.0 / GAME_MIN_TO_REAL_SEC // how slow is real-life clock (second-wise) relative to the ingame one
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@Transient private val REAL_SEC_TO_GAME_SECS = 1.0 / GAME_MIN_TO_REAL_SEC // how slow is real-life clock (second-wise) relative to the ingame one
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@@ -181,9 +181,6 @@ internal object BlocksDrawer {
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return TILES_BLEND_MUL.add(blockID)
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return TILES_BLEND_MUL.add(blockID)
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}
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}
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private var drawTIME_T = 0L
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private val SECONDS_IN_MONTH = WorldTime.MONTH_LENGTH * WorldTime.DAY_LENGTH.toLong()
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///////////////////////////////////////////
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///////////////////////////////////////////
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// NO draw lightmap using colour filter, actors must also be hidden behind the darkness
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// NO draw lightmap using colour filter, actors must also be hidden behind the darkness
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///////////////////////////////////////////
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///////////////////////////////////////////
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@@ -196,8 +193,7 @@ internal object BlocksDrawer {
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internal fun renderData() {
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internal fun renderData() {
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try {
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try {
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drawTIME_T = world.worldTime.TIME_T - (WorldTime.DAY_LENGTH * 10) // offset by -10 days
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val seasonalMonth = world.worldTime.ecologicalSeason
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val seasonalMonth = (drawTIME_T fmod (WorldTime.DAY_LENGTH * WorldTime.YEAR_DAYS).toLong()).toFloat() / (WorldTime.DAY_LENGTH * WorldTime.YEAR_DAYS / weatherTerrains.size)
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tilesTerrain = weatherTerrains[seasonalMonth.floorToInt()]
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tilesTerrain = weatherTerrains[seasonalMonth.floorToInt()]
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tilesTerrainNext = weatherTerrains[(seasonalMonth + 1).floorToInt() fmod weatherTerrains.size]
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tilesTerrainNext = weatherTerrains[(seasonalMonth + 1).floorToInt() fmod weatherTerrains.size]
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