// Weather above ground: mostly fair, now and then rain, fog or a storm, each for a few minutes // with soft changes. Rain puts out burning bridges and keeps fire from catching; fog shortens the // sight of everyone outside; a storm brings both rain and lightning that strikes units and trees. // Only maps with land above ground have weather. It runs in the shared simulation (same on every // computer of a match). use crate::game::*; use crate::map::*; use serde::{Deserialize, Serialize}; pub const FAIR: u8 = 0; pub const RAIN: u8 = 1; pub const FOG: u8 = 2; pub const STORM: u8 = 3; pub const NAMES: [&str; 4] = ["weather.fair", "weather.rain", "weather.fog", "weather.storm"]; // seconds for a change to fade in or out const FADE: f32 = 20.0; // damage of a lightning strike pub const BOLT_DAMAGE: f32 = 40.0; #[derive(Clone, Debug, Default, Serialize, Deserialize)] pub struct Weather { pub kind: u8, // the weather that is coming or here pub shown: u8, // the weather that is felt now (changes when the old one has faded out) pub level: f32, // how strong it is: 0 none .. 1 full pub left: f32, // seconds until the next change pub strike_t: f32, // seconds until the next lightning (storm) pub flash: f32, // game time of the last lightning (the sky lights up) } // the weather that comes next: about 60% fair, 20% rain, 12% fog, 8% storm fn pick(r: f32) -> u8 { if r < 0.6 { FAIR } else if r < 0.8 { RAIN } else if r < 0.92 { FOG } else { STORM } } impl Weather { // strength of an effect: rain falls in rain and storms, fog in fog (a little in storms) pub fn rain(&self) -> f32 { if matches!(self.shown, RAIN | STORM) { self.level } else { 0.0 } } pub fn fog(&self) -> f32 { match self.shown { FOG => self.level, STORM => self.level * 0.4, _ => 0.0, } } // how much the daylight is dimmed (0 .. 1) pub fn gloom(&self) -> f32 { self.level * match self.shown { RAIN => 0.3, FOG => 0.2, STORM => 0.55, _ => 0.0, } } } impl Game { pub fn has_sky(&self) -> bool { self.map.sky.iter().any(|&s| s) } // it rains on tile i right now (enough to put out fire) pub fn rain_at(&self, i: usize) -> bool { self.weather.rain() > 0.4 && self.map.sky(i) } // sight of a unit standing on tile i (fog outside shortens it) pub fn sight_at(&self, i: usize, base: i32) -> i32 { if !self.map.sky(i) { return base; } ((base as f32) * (1.0 - 0.5 * self.weather.fog())).round().max(2.0) as i32 } pub(crate) fn update_weather(&mut self, dt: f32) { if self.map.sky.is_empty() { return; } let w = &mut self.weather; w.left -= dt; if w.left <= 0.0 { // after bad weather it clears up more often let r = self.rng.f(); let next = if w.kind != FAIR && r < 0.5 { FAIR } else { pick(self.rng.f()) }; let w = &mut self.weather; w.kind = next; w.left = if next == FAIR { 180.0 + self.rng.f() * 240.0 } else { 90.0 + self.rng.f() * 150.0 }; let w = &mut self.weather; if w.kind != w.shown || w.level < 0.99 { let key = ["msg.weather_clear", "msg.weather_rain", "msg.weather_fog", "msg.weather_storm"][next as usize]; if next != FAIR || w.shown != FAIR { self.tell_local(key, vec![], None); } } } // soft changes: the old weather fades out before the new one fades in let w = &mut self.weather; if w.shown != w.kind { w.level -= dt / FADE; if w.level <= 0.0 { w.level = 0.0; w.shown = w.kind; } } else if w.kind != FAIR { w.level = (w.level + dt / FADE).min(1.0); } else { w.level = (w.level - dt / FADE).max(0.0); } // rain puts out the burning bridges outside if self.weather.rain() > 0.4 && !self.bridgework.burning.is_empty() { let map = &self.map; self.bridgework.burning.retain(|b| !map.sky(b.0)); } // lightning in a storm if self.weather.shown == STORM && self.weather.level > 0.6 { self.weather.strike_t -= dt; if self.weather.strike_t <= 0.0 { self.weather.strike_t = 6.0 + self.rng.f() * 14.0; self.lightning_strike(); } } } // a bolt from the sky: a unit outside (now and then) or a tree, else bare land pub(crate) fn lightning_strike(&mut self) { let outside: Vec = (0..self.ents.len()).filter(|&j| { let e = &self.ents[j]; e.alive && !e.held && e.captive == 0 && self.map.sky(e.tile()) }).collect(); let r = self.rng.f(); let (x, y) = if r < 0.35 && !outside.is_empty() { let j = outside[(self.rng.next() as usize) % outside.len()]; let e = &mut self.ents[j]; e.hp -= BOLT_DAMAGE; e.flash = 0.3; e.bane = crate::names::BANE_LIGHTNING; let (x, y, side, kind, hero, dead) = (e.x, e.y, e.side, e.kind, e.hero, e.hp <= 0.0); if !hero && side == self.local_side { self.tell_local("msg.lightning_unit", vec![format!("@{}", st(kind).name)], None); } if dead { self.kill(j); } (x, y) } else { let trees: Vec = (0..self.map.t.len()).filter(|&i| self.map.t[i].kind == Kind::Tree && self.map.sky(i)).collect(); if let Some(&i) = trees.get((self.rng.next() as usize) % trees.len().max(1)) { // the tree is split and burns down let t = &mut self.map.t[i]; t.kind = Kind::Floor; t.owner = Owner::None; t.marked = false; t.hp = 0.0; let (tx, ty) = xy(i); self.fx(3, tx as f32 + 0.5, ty as f32 + 0.5, 0.0, 0.0, 1.2, 0xff304050); (tx as f32 + 0.5, ty as f32 + 0.5) } else { let sky: Vec = (0..self.map.t.len()).filter(|&i| self.map.sky(i)).collect(); let Some(&i) = sky.get((self.rng.next() as usize) % sky.len().max(1)) else { return }; let (tx, ty) = xy(i); (tx as f32 + 0.5, ty as f32 + 0.5) } }; self.weather.flash = self.time; self.fx(1, x, y, 0.0, 0.0, 0.5, 0xffffeeaa); self.sfx(Sfx::Lightning, x, y); // the thunder rolls over the whole land if self.events.len() < 64 { self.events.push(SfxEvent { sfx: Sfx::Thunder, pos: None }); } } } #[cfg(test)] mod tests { use super::*; fn surface_game() -> Game { let mut g = Game::new(7, 96, 96); g.add_surface(7, 0.5, 3); assert!(g.has_sky()); g } #[test] fn the_weather_changes_and_is_mostly_fair() { let mut g = surface_game(); let mut seen = [0usize; 4]; for _ in 0..(4 * 60 * 60) { g.update_weather(1.0); seen[g.weather.shown as usize] += 1; } assert!(seen[FAIR as usize] > seen.iter().sum::() / 3, "{:?}", seen); assert!(seen.iter().filter(|&&n| n > 0).count() >= 3, "several kinds of weather: {:?}", seen); // no weather underground only let mut u = Game::new(7, 96, 96); u.weather.left = 0.0; u.update_weather(1.0); assert_eq!(u.weather.level, 0.0); } #[test] fn rain_puts_out_fires_and_fog_shortens_sight() { let mut g = surface_game(); let i = (0..g.map.t.len()).find(|&i| g.map.sky(i)).unwrap(); g.bridgework.burning.push((i, 0.0)); g.weather = Weather { kind: RAIN, shown: RAIN, level: 1.0, left: 100.0, ..Default::default() }; g.update_weather(0.1); assert!(g.bridgework.burning.is_empty(), "rain puts the fire out"); assert!(g.rain_at(i)); g.weather = Weather { kind: FOG, shown: FOG, level: 1.0, left: 100.0, ..Default::default() }; assert!(g.sight_at(i, 6) < 6); let under = (0..g.map.t.len()).find(|&i| !g.map.sky(i)).unwrap(); assert_eq!(g.sight_at(under, 6), 6, "underground nothing changes"); } #[test] fn storms_strike_with_lightning() { let mut g = surface_game(); let trees0 = g.map.t.iter().filter(|t| t.kind == Kind::Tree).count(); let i = (0..g.map.t.len()).find(|&i| g.map.sky(i) && g.map.t[i].walkable()).unwrap(); let (x, y) = xy(i); let id = g.spawn(EK::Knight, true, x as f32 + 0.5, y as f32 + 0.5, 1); g.weather = Weather { kind: STORM, shown: STORM, level: 1.0, left: 1000.0, ..Default::default() }; for _ in 0..30 { g.lightning_strike(); } let trees = g.map.t.iter().filter(|t| t.kind == Kind::Tree).count(); let hurt = g.ents.iter().find(|e| e.id == id).map_or(true, |e| e.hp < e.max_hp); assert!(trees < trees0 || hurt, "lightning hit something"); assert!(g.weather.flash > 0.0 || g.time == 0.0); } }