servuo/Scripts/Misc/LightCycle.cs
VitaNex 7851c5e88c + Removed most file header regions.
+ Add MONO to Makefile compile definitions.
+ Update Ultima SDK to support MONO compile definition.
+ Rename Properties Gump parent directory to prevent VS issues.
+ Console error messages will now use red instead of dark red font.
+ Add crash state handler function to Core.
+ AI optimizations and housekeeping.
+ Context Menu optimizations and housekeeping.
+ Add ability to drop throttled packets.
+ Add string parsing support to Rectangle3D.
+ Optimize guild messages and chat.
+ IAddon implements IChopable.
+ Add more flexibility for altering Mobile names.
+ Add ability to enable or disable OPL for individual mobiles.
+ Optimize damaging regions and ensure timers are removed properly.
+ Update Welcome Timer with more intuitive message groups.
+ Normalize all virtue related objects to the Server.Services.Virtues namespace.
+ Add ability for ISpawner to append OPL and Context Menus to their spawn.
+ Add EventSink events for obtaining items, equipping items, context menus, and world broadcasts.
+ Add ability to lock a creature's direction and movement regardless of AI manipulation.
+ Add ability to dynamically change a creature's approach range and wait state.
+ Add extended enumeration features for AOS attributes.
+ Add ability to control whether creatures have blood, and its color.
+ Expose corpse flag manipulation methods.
+ Add ability to prevent criminal action when looting a corpse.
+ Corpse will now be permanently tagged as murderer at time of death if owner is a murderer.
+ Add TextDefinition support for Commodity Deed descriptions.
+ House add-on and component optimizations and housekeeping.
+ Item light is no longer backed by the direction property.
+ ITool implements IEntity.
+ Prevent trading of Siege Bless items.
+ Guards are naturally be immune to guards.
+ Siege Shard initialization housekeeping.
+ Character Creation housekeeping.
+ Generic commands housekeeping.
+ Add Mark command for staff.
2018-07-19 22:12:52 +01:00

157 lines
No EOL
3.7 KiB
C#

#region References
using System;
using Server.Commands;
using Server.Items;
using Server.Network;
#endregion
namespace Server
{
public static class LightCycle
{
public const int DayLevel = 0;
public const int NightLevel = 12;
public const int DungeonLevel = 26;
public const int JailLevel = 9;
private static int _LevelOverride = Int32.MinValue;
public static int LevelOverride
{
get { return _LevelOverride; }
set
{
_LevelOverride = value;
CheckLightLevels();
}
}
public static void Initialize()
{
new LightCycleTimer(Clock.SecondsPerUOMinute).Start();
EventSink.Login += OnLogin;
CommandSystem.Register("GlobalLight", AccessLevel.GameMaster, Light_OnCommand);
}
public static void OnLogin(LoginEventArgs args)
{
var m = args.Mobile;
if (m != null)
m.CheckLightLevels(true);
}
public static int ComputeLevelFor(Mobile from)
{
if (_LevelOverride > int.MinValue)
return _LevelOverride;
int hours, minutes;
Clock.GetTime(from.Map, from.X, from.Y, out hours, out minutes);
/* OSI times:
*
* Midnight -> 3:59 AM : Night
* 4:00 AM -> 11:59 PM : Day
*
* RunUO times:
*
* 10:00 PM -> 11:59 PM : Scale to night
* Midnight -> 3:59 AM : Night
* 4:00 AM -> 5:59 AM : Scale to day
* 6:00 AM -> 9:59 PM : Day
*/
if (hours < 4)
return NightLevel;
if (hours < 6)
return NightLevel + (((((hours - 4) * 60) + minutes) * (DayLevel - NightLevel)) / 120);
if (hours < 22)
return DayLevel;
if (hours < 24)
return DayLevel + (((((hours - 22) * 60) + minutes) * (NightLevel - DayLevel)) / 120);
return NightLevel; // should never be
}
public static void CheckLightLevels()
{
var i = NetState.Instances.Count;
while (--i >= 0)
{
if (i >= NetState.Instances.Count)
continue;
var ns = NetState.Instances[i];
if (ns == null)
continue;
var m = ns.Mobile;
if (m != null)
m.CheckLightLevels(false);
}
}
[Usage("GlobalLight <value>")]
[Description("Sets the current global light level.")]
private static void Light_OnCommand(CommandEventArgs e)
{
if (e.Length >= 1)
{
LevelOverride = e.GetInt32(0);
e.Mobile.SendMessage("Global light level override has been changed to {0}.", _LevelOverride);
}
else
{
LevelOverride = int.MinValue;
e.Mobile.SendMessage("Global light level override has been cleared.");
}
}
public class NightSightTimer : Timer
{
private readonly Mobile m_Owner;
public NightSightTimer(Mobile owner)
: base(TimeSpan.FromMinutes(Utility.Random(15, 25)))
{
m_Owner = owner;
Priority = TimerPriority.OneMinute;
}
protected override void OnTick()
{
m_Owner.EndAction(typeof(LightCycle));
m_Owner.LightLevel = 0;
BuffInfo.RemoveBuff(m_Owner, BuffIcon.NightSight);
}
}
private class LightCycleTimer : Timer
{
public LightCycleTimer(double interval)
: base(TimeSpan.Zero, TimeSpan.FromSeconds(interval))
{
Priority = TimerPriority.OneSecond;
}
protected override void OnTick()
{
CheckLightLevels();
}
}
}
}