std::string to_string( const time_point &p )
{
    const int year = to_turns<int>( p - calendar::time_of_cataclysm ) / to_turns<int>
                     ( calendar::year_length() ) + 1;
    const std::string time = to_string_time_of_day( p );
    if( calendar::eternal_season() ) {
        const int day = to_days<int>( time_past_new_year( p ) );
        //~ 1 is the year, 2 is the day (of the *year*), 3 is the time of the day in its usual format
        return string_format( _( "Year %1$d, day %2$d %3$s" ), year, day, time );
    } else {
        const int day = day_of_season<int>( p );
        //~ 1 is the year, 2 is the season name, 3 is the day (of the season), 4 is the time of the day in its usual format
        return string_format( _( "Year %1$d, %2$s, day %3$d %4$s" ), year,
                              calendar::name_season( season_of_year( p ) ), day, time );
    }
}
Exemple #2
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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};
}