float calendar::sunlight() const { const time_duration now = time_past_midnight( *this ); const time_duration sunrise = time_past_midnight( this->sunrise() ); const time_duration sunset = time_past_midnight( this->sunset() ); double daylight_level = current_daylight_level(); int current_phase = int(moon()); if ( current_phase > int(MOON_PHASE_MAX)/2 ) { current_phase = int(MOON_PHASE_MAX) - current_phase; } int moonlight = 1 + int(current_phase * MOONLIGHT_PER_QUARTER); if( now > sunset + twilight_duration || now < sunrise ) { // Night return moonlight; } else if( now >= sunrise && now <= sunrise + twilight_duration ) { const double percent = ( now - sunrise ) / twilight_duration; return double(moonlight) * (1. - percent) + daylight_level * percent; } else if( now >= sunset && now <= sunset + twilight_duration ) { const double percent = ( now - sunset ) / twilight_duration; return daylight_level * (1. - percent) + double(moonlight) * percent; } else { return daylight_level; } }
bool calendar::is_night() const { const time_duration now = time_past_midnight( *this ); const time_duration sunrise = time_past_midnight( this->sunrise() ); const time_duration sunset = time_past_midnight( this->sunset() ); return now > sunset + twilight_duration || now < sunrise; }
std::string to_string_time_of_day( const time_point &p ) { const int hour = hour_of_day<int>( p ); const int minute = minute_of_hour<int>( p ); // TODO: add a to_seconds function? const int second = ( to_turns<int>( time_past_midnight( p ) ) * 6 ) % 60; const std::string format_type = get_option<std::string>( "24_HOUR" ); if( format_type == "military" ) { return string_format( "%02d%02d.%02d", hour, minute, second ); } else if( format_type == "24h" ) { //~ hour:minute (24hr time display) return string_format( _( "%02d:%02d:%02d" ), hour, minute, second ); } else { int hour_param = hour % 12; if( hour_param == 0 ) { hour_param = 12; } // Padding is removed as necessary to prevent clipping with SAFE notification in wide sidebar mode const std::string padding = hour_param < 10 ? " " : ""; if( hour < 12 ) { return string_format( _( "%d:%02d:%02d%sAM" ), hour_param, minute, second, padding ); } else { return string_format( _( "%d:%02d:%02d%sPM" ), hour_param, minute, second, padding ); } } }
static std::string print_time_just_hour( const time_point &p ) { const int hour = to_hours<int>( time_past_midnight( p ) ); int hour_param = hour % 12; if( hour_param == 0 ) { hour_param = 12; } return string_format( hour < 12 ? _( "%d AM" ) : _( "%d PM" ), hour_param ); }
w_point weather_generator::get_weather( const tripoint &location, const time_point &t, unsigned seed ) const { const double x( location.x / 2000.0 ); // Integer x position / widening factor of the Perlin function. const double y( location.y / 2000.0 ); // Integer y position / widening factor of the Perlin function. const double z( to_turn<int>( t + calendar::season_length() ) / 2000.0 ); // Integer turn / widening factor of the Perlin function. const double dayFraction = time_past_midnight( t ) / 1_days; //limit the random seed during noise calculation, a large value flattens the noise generator to zero //Windows has a rand limit of 32768, other operating systems can have higher limits const unsigned modSEED = seed % 32768; // Noise factors double T( raw_noise_4d( x, y, z, modSEED ) * 4.0 ); double H( raw_noise_4d( x, y, z / 5, modSEED + 101 ) ); double H2( raw_noise_4d( x, y, z, modSEED + 151 ) / 4 ); double P( raw_noise_4d( x, y, z / 3, modSEED + 211 ) * 70 ); double A( raw_noise_4d( x, y, z, modSEED ) * 8.0 ); double W; const double now( ( time_past_new_year( t ) + calendar::season_length() / 2 ) / calendar::year_length() ); // [0,1) const double ctn( cos( tau * now ) ); // Temperature variation const double mod_t( 0 ); // TODO: make this depend on latitude and altitude? const double current_t( base_temperature + mod_t ); // Current baseline temperature. Degrees Celsius. const double seasonal_variation( ctn * -1 ); // Start and end at -1 going up to 1 in summer. const double season_atenuation( ctn / 2 + 1 ); // Harsh winter nights, hot summers. const double season_dispersion( pow( 2, ctn + 1 ) - 2.3 ); // Make summers peak faster and winters not perma-frozen. const double daily_variation( cos( tau * dayFraction - tau / 8 ) * -1 * season_atenuation / 2 + season_dispersion * -1 ); // Day-night temperature variation. T += current_t; // Add baseline to the noise. T += seasonal_variation * 8 * exp( -pow( current_t * 2.7 / 10 - 0.5, 2 ) ); // Add season curve offset to account for the winter-summer difference in day-night difference. T += daily_variation * 8 * exp( -pow( current_t / 30, 2 ) ); // Add daily variation scaled to the inverse of the current baseline. A very specific and finicky adjustment curve. T = T * 9 / 5 + 32; // Convert to imperial. =| // Humidity variation const double mod_h( 0 ); const double current_h( base_humidity + mod_h ); H = std::max( std::min( ( ctn / 10.0 + ( -pow( H, 2 ) * 3 + H2 ) ) * current_h / 2.0 + current_h, 100.0 ), 0.0 ); // Humidity stays mostly at the mean level, but has low peaks rarely. It's a percentage. // Pressure variation P += seasonal_variation * 20 + base_pressure; // Pressure is mostly random, but a bit higher on summer and lower on winter. In millibars. // Wind power W = std::max( 0, 1020 - static_cast<int>( P ) ); // Acid rains const double acid_content = base_acid * A; bool acid = acid_content >= 1.0; return w_point {T, H, P, W, acid}; }