mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Merge branch 'KingPEPSALT/improve_time_command' into 'master'
FIX #1622, /time command will not allow time going backwards as rtsim cannot... See merge request veloren/veloren!3570
This commit is contained in:
commit
7a75b72aa3
@ -252,8 +252,10 @@ pub struct Client {
|
||||
tick: u64,
|
||||
state: State,
|
||||
|
||||
server_view_distance_limit: Option<u32>,
|
||||
flashing_lights_enabled: bool,
|
||||
|
||||
/// Terrrain view distance
|
||||
server_view_distance_limit: Option<u32>,
|
||||
view_distance: Option<u32>,
|
||||
lod_distance: f32,
|
||||
// TODO: move into voxygen
|
||||
@ -731,6 +733,9 @@ impl Client {
|
||||
|
||||
tick: 0,
|
||||
state,
|
||||
|
||||
flashing_lights_enabled: true,
|
||||
|
||||
server_view_distance_limit: None,
|
||||
view_distance: None,
|
||||
lod_distance: 4.0,
|
||||
@ -1003,6 +1008,10 @@ impl Client {
|
||||
self.lod_distance = lod_distance;
|
||||
}
|
||||
|
||||
pub fn set_flashing_lights_enabled(&mut self, flashing_lights_enabled: bool) {
|
||||
self.flashing_lights_enabled = flashing_lights_enabled;
|
||||
}
|
||||
|
||||
pub fn use_slot(&mut self, slot: Slot) {
|
||||
self.control_action(ControlAction::InventoryAction(InventoryAction::Use(slot)))
|
||||
}
|
||||
@ -1764,14 +1773,10 @@ impl Client {
|
||||
// Lerp the clientside weather.
|
||||
self.weather.update(&mut self.state.weather_grid_mut());
|
||||
|
||||
// Lerp towards the target time of day - this ensures a smooth transition for
|
||||
// large jumps in TimeOfDay such as when using /time
|
||||
if let Some(target_tod) = self.target_time_of_day {
|
||||
let mut tod = self.state.ecs_mut().write_resource::<TimeOfDay>();
|
||||
tod.0 = Lerp::lerp(tod.0, target_tod.0, dt.as_secs_f64());
|
||||
if tod.0 >= target_tod.0 {
|
||||
self.target_time_of_day = None;
|
||||
}
|
||||
tod.0 = target_tod.0;
|
||||
self.target_time_of_day = None;
|
||||
}
|
||||
|
||||
// 4) Tick the client's LocalState
|
||||
|
@ -955,8 +955,14 @@ fn handle_time(
|
||||
Some("dusk") => {
|
||||
next_cycle(NaiveTime::from_hms(17, 0, 0).num_seconds_from_midnight() as f64)
|
||||
},
|
||||
Some(n) => match n.parse() {
|
||||
Ok(n) => n,
|
||||
Some(n) => match n.parse::<f64>() {
|
||||
Ok(n) => {
|
||||
if n < 0.0 {
|
||||
return Err(format!("{} is invalid, cannot be negative.", n));
|
||||
}
|
||||
// Seconds from next midnight
|
||||
next_cycle(0.0) + n
|
||||
},
|
||||
Err(_) => match NaiveTime::parse_from_str(n, "%H:%M") {
|
||||
// Relative to current day
|
||||
Ok(time) => next_cycle(time.num_seconds_from_midnight() as f64),
|
||||
@ -966,10 +972,18 @@ fn handle_time(
|
||||
.filter(|_| n.starts_with('u'))
|
||||
.and_then(|n| n.trim_start_matches('u').parse::<u64>().ok())
|
||||
{
|
||||
// Absolute time (i.e: since in-game epoch)
|
||||
Some(n) => n as f64,
|
||||
// Absolute time (i.e. from world epoch)
|
||||
Some(n) => {
|
||||
if (n as f64) < time_in_seconds {
|
||||
return Err(format!(
|
||||
"{} is before the current time, time cannot go backwards.",
|
||||
n
|
||||
));
|
||||
}
|
||||
n as f64
|
||||
},
|
||||
None => {
|
||||
return Err(format!("{:?} is not a valid time.", n));
|
||||
return Err(format!("{} is not a valid time.", n));
|
||||
},
|
||||
},
|
||||
},
|
||||
|
@ -111,6 +111,7 @@ pub struct Scene {
|
||||
ambient_mgr: AmbientMgr,
|
||||
|
||||
integrated_rain_vel: f32,
|
||||
pub interpolated_time_of_day: f64,
|
||||
last_lightning: Option<(Vec3<f32>, f64)>,
|
||||
}
|
||||
|
||||
@ -134,12 +135,13 @@ pub struct SceneData<'a> {
|
||||
pub flashing_lights_enabled: bool,
|
||||
pub figure_lod_render_distance: f32,
|
||||
pub is_aiming: bool,
|
||||
pub interpolated_time_of_day: f64,
|
||||
}
|
||||
|
||||
impl<'a> SceneData<'a> {
|
||||
pub fn get_sun_dir(&self) -> Vec3<f32> { Globals::get_sun_dir(self.state.get_time_of_day()) }
|
||||
pub fn get_sun_dir(&self) -> Vec3<f32> { Globals::get_sun_dir(self.interpolated_time_of_day) }
|
||||
|
||||
pub fn get_moon_dir(&self) -> Vec3<f32> { Globals::get_moon_dir(self.state.get_time_of_day()) }
|
||||
pub fn get_moon_dir(&self) -> Vec3<f32> { Globals::get_moon_dir(self.interpolated_time_of_day) }
|
||||
}
|
||||
|
||||
/// Approximate a scalar field of view angle using the parameterization from
|
||||
@ -339,6 +341,7 @@ impl Scene {
|
||||
ambience: ambient::load_ambience_items(),
|
||||
},
|
||||
integrated_rain_vel: 0.0,
|
||||
interpolated_time_of_day: 0.0,
|
||||
last_lightning: None,
|
||||
}
|
||||
}
|
||||
@ -714,7 +717,23 @@ impl Scene {
|
||||
self.loaded_distance = loaded_distance;
|
||||
|
||||
// Update light projection matrices for the shadow map.
|
||||
|
||||
// When the target time of day and time of day have a large discrepancy
|
||||
// (i.e two days), the linear interpolation causes brght flashing effects
|
||||
// in the sky. This will snap the time of day to the target time of day
|
||||
// for the client to avoid the flashing effect if flashing lights is
|
||||
// disabled.
|
||||
const DAY: f64 = 60.0 * 60.0 * 24.0;
|
||||
let time_of_day = scene_data.state.get_time_of_day();
|
||||
self.interpolated_time_of_day = if (self.interpolated_time_of_day - time_of_day).abs()
|
||||
> DAY * 2.0
|
||||
&& !scene_data.flashing_lights_enabled
|
||||
{
|
||||
time_of_day
|
||||
} else {
|
||||
Lerp::lerp(self.interpolated_time_of_day, time_of_day, dt as f64)
|
||||
};
|
||||
let time_of_day = self.interpolated_time_of_day;
|
||||
let focus_pos = self.camera.get_focus_pos();
|
||||
let focus_off = focus_pos.map(|e| e.trunc());
|
||||
|
||||
|
@ -1736,6 +1736,7 @@ impl PlayState for SessionState {
|
||||
.figure_lod_render_distance
|
||||
as f32,
|
||||
is_aiming,
|
||||
interpolated_time_of_day: self.scene.interpolated_time_of_day,
|
||||
};
|
||||
|
||||
// Runs if either in a multiplayer server or the singleplayer server is unpaused
|
||||
@ -1817,6 +1818,7 @@ impl PlayState for SessionState {
|
||||
weapon_trails_enabled: settings.graphics.weapon_trails_enabled,
|
||||
flashing_lights_enabled: settings.graphics.render_mode.flashing_lights_enabled,
|
||||
is_aiming: self.is_aiming,
|
||||
interpolated_time_of_day: self.scene.interpolated_time_of_day,
|
||||
};
|
||||
|
||||
// Render world
|
||||
|
Loading…
Reference in New Issue
Block a user