160 lines
6.1 KiB
TypeScript
160 lines
6.1 KiB
TypeScript
import { inject, injectable } from "tsyringe";
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import { ApplicationContext } from "../context/ApplicationContext";
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import { ContextVariableType } from "../context/ContextVariableType";
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import { WeightedRandomHelper } from "../helpers/WeightedRandomHelper";
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import { IWeather, IWeatherData } from "../models/eft/weather/IWeatherData";
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import { ConfigTypes } from "../models/enums/ConfigTypes";
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import { WindDirection } from "../models/enums/WindDirection";
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import { IWeatherConfig } from "../models/spt/config/IWeatherConfig";
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import { ILogger } from "../models/spt/utils/ILogger";
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import { ConfigServer } from "../servers/ConfigServer";
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import { RandomUtil } from "../utils/RandomUtil";
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import { TimeUtil } from "../utils/TimeUtil";
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@injectable()
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export class WeatherGenerator
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{
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protected weatherConfig: IWeatherConfig;
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constructor(
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@inject("WeightedRandomHelper") protected weightedRandomHelper: WeightedRandomHelper,
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@inject("WinstonLogger") protected logger: ILogger,
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@inject("RandomUtil") protected randomUtil: RandomUtil,
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@inject("TimeUtil") protected timeUtil: TimeUtil,
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@inject("ApplicationContext") protected applicationContext: ApplicationContext,
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@inject("ConfigServer") protected configServer: ConfigServer
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)
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{
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this.weatherConfig = this.configServer.getConfig(ConfigTypes.WEATHER);
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}
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public calculateGameTime(data: IWeatherData): IWeatherData
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{
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const computedDate = new Date();
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const formattedDate = this.timeUtil.formatDate(computedDate);
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data.date = formattedDate;
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data.time = this.getBsgFormattedInRaidTime(computedDate);
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data.acceleration = this.weatherConfig.acceleration;
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return data;
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}
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/**
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* Get server uptime seconds multiplied by a multiplier and add to current time as seconds
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* Format to BSGs requirements
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* @param currentDate current date
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* @returns formatted time
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*/
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protected getBsgFormattedInRaidTime(currentDate: Date): string
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{
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const clientAcceleratedDate = this.getInRaidTime(currentDate);
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return this.getBSGFormattedTime(clientAcceleratedDate);
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}
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/**
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* Get the current in-raid time
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* @param currentDate (new Date())
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* @returns Date object of current in-raid time
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*/
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public getInRaidTime(currentDate: Date): Date
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{
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// Get timestamp of when client conneted to server
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const gameStartTimeStampMS = this.applicationContext.getLatestValue(ContextVariableType.CLIENT_START_TIMESTAMP).getValue<number>();
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// Get delta between now and when client connected to server in milliseconds
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const deltaMSFromNow = (Date.now() - gameStartTimeStampMS);
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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
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const clientAcceleratedDate = new Date(currentDate.valueOf() + acceleratedMS);
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return clientAcceleratedDate;
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}
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/**
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* Get current time formatted to fit BSGs requirement
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* @param date date to format into bsg style
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* @returns
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*/
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protected getBSGFormattedTime(date: Date): string
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{
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return this.timeUtil.formatTime(date).replace("-", ":").replace("-", ":");
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}
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/**
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* Return randomised Weather data with help of config/weather.json
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* @returns Randomised weather data
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*/
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public generateWeather(): IWeather
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{
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const rain = this.getWeightedRain();
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const result: IWeather = {
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cloud: this.getRandomFloat("clouds"),
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// eslint-disable-next-line @typescript-eslint/naming-convention
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wind_speed: this.getWeightedWindSpeed(),
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// eslint-disable-next-line @typescript-eslint/naming-convention
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wind_direction: this.getWeightedWindDirection(),
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// eslint-disable-next-line @typescript-eslint/naming-convention
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wind_gustiness: this.getRandomFloat("windGustiness"),
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rain: rain,
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// eslint-disable-next-line @typescript-eslint/naming-convention
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rain_intensity: (rain > 1)
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? this.getRandomFloat("rainIntensity")
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: 0,
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fog: this.getWeightedFog(),
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temp: this.getRandomFloat("temp"),
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pressure: this.getRandomFloat("pressure"),
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time: "",
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date: "",
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timestamp: 0
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};
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this.setCurrentDateTime(result);
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return result;
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}
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/**
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* Set IWeather date/time/timestamp values to now
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* @param weather Object to update
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*/
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protected setCurrentDateTime(weather: IWeather): void
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{
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const currentDate = this.getInRaidTime(new Date());
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const normalTime = this.getBSGFormattedTime(currentDate);
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const formattedDate = this.timeUtil.formatDate(currentDate);
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const datetime = `${formattedDate} ${normalTime}`;
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weather.timestamp = Math.floor(currentDate.getTime() / 1000); // matches weather.date
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weather.date = formattedDate; // matches weather.timestamp
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weather.time = datetime; // matches weather.timestamp
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}
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protected getWeightedWindDirection(): WindDirection
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{
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return this.weightedRandomHelper.weightedRandom(this.weatherConfig.weather.windDirection.values, this.weatherConfig.weather.windDirection.weights).item;
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}
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protected getWeightedWindSpeed(): number
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{
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return this.weightedRandomHelper.weightedRandom(this.weatherConfig.weather.windSpeed.values, this.weatherConfig.weather.windSpeed.weights).item;
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}
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protected getWeightedFog(): number
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{
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return this.weightedRandomHelper.weightedRandom(this.weatherConfig.weather.fog.values, this.weatherConfig.weather.fog.weights).item;
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}
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protected getWeightedRain(): number
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{
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return this.weightedRandomHelper.weightedRandom(this.weatherConfig.weather.rain.values, this.weatherConfig.weather.rain.weights).item;
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}
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protected getRandomFloat(node: string): number
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{
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return parseFloat(this.randomUtil.getFloat(this.weatherConfig.weather[node].min,
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this.weatherConfig.weather[node].max).toPrecision(3));
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}
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} |