Server/project/src/generators/WeatherGenerator.ts
2023-03-03 15:23:46 +00:00

160 lines
6.1 KiB
TypeScript

import { inject, injectable } from "tsyringe";
import { ApplicationContext } from "../context/ApplicationContext";
import { ContextVariableType } from "../context/ContextVariableType";
import { WeightedRandomHelper } from "../helpers/WeightedRandomHelper";
import { IWeather, IWeatherData } from "../models/eft/weather/IWeatherData";
import { ConfigTypes } from "../models/enums/ConfigTypes";
import { WindDirection } from "../models/enums/WindDirection";
import { IWeatherConfig } from "../models/spt/config/IWeatherConfig";
import { ILogger } from "../models/spt/utils/ILogger";
import { ConfigServer } from "../servers/ConfigServer";
import { RandomUtil } from "../utils/RandomUtil";
import { TimeUtil } from "../utils/TimeUtil";
@injectable()
export class WeatherGenerator
{
protected weatherConfig: IWeatherConfig;
constructor(
@inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper,
@inject("WinstonLogger") protected logger: ILogger,
@inject("RandomUtil") protected randomUtil: RandomUtil,
@inject("TimeUtil") protected timeUtil: TimeUtil,
@inject("ApplicationContext") protected applicationContext: ApplicationContext,
@inject("ConfigServer") protected configServer: ConfigServer
)
{
this.weatherConfig = this.configServer.getConfig(ConfigTypes.WEATHER);
}
public calculateGameTime(data: IWeatherData): IWeatherData
{
const computedDate = new Date();
const formattedDate = this.timeUtil.formatDate(computedDate);
data.date = formattedDate;
data.time = this.getBsgFormattedInRaidTime(computedDate);
data.acceleration = this.weatherConfig.acceleration;
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(currentDate: Date): string
{
const clientAcceleratedDate = this.getInRaidTime(currentDate);
return this.getBSGFormattedTime(clientAcceleratedDate);
}
/**
* Get the current in-raid time
* @param currentDate (new Date())
* @returns Date object of current in-raid time
*/
public getInRaidTime(currentDate: Date): Date
{
// Get timestamp of when client conneted to server
const gameStartTimeStampMS = this.applicationContext.getLatestValue(ContextVariableType.CLIENT_START_TIMESTAMP).getValue<number>();
// Get delta between now and when client connected to server in milliseconds
const deltaMSFromNow = (Date.now() - gameStartTimeStampMS);
const acceleratedMS = (deltaMSFromNow * (this.weatherConfig.acceleration - 1)); // For some reason nodejs moves faster than client time, reducing acceleration by 1 when client is 7 helps
const clientAcceleratedDate = new Date(currentDate.valueOf() + acceleratedMS);
return clientAcceleratedDate;
}
/**
* Get current time formatted to fit BSGs requirement
* @param date date to format into bsg style
* @returns
*/
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.getRandomFloat("clouds"),
// eslint-disable-next-line @typescript-eslint/naming-convention
wind_speed: this.getWeightedWindSpeed(),
// eslint-disable-next-line @typescript-eslint/naming-convention
wind_direction: this.getWeightedWindDirection(),
// eslint-disable-next-line @typescript-eslint/naming-convention
wind_gustiness: this.getRandomFloat("windGustiness"),
rain: rain,
// eslint-disable-next-line @typescript-eslint/naming-convention
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(new Date());
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 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 parseFloat(this.randomUtil.getFloat(this.weatherConfig.weather[node].min,
this.weatherConfig.weather[node].max).toPrecision(3));
}
}