const $ICalendar = Java.loadClass('net.dries007.tfc.util.calendar.ICalendar') const TICKS_IN_HOUR = $ICalendar.TICKS_IN_HOUR; const TICKS_IN_DAY = $ICalendar.TICKS_IN_DAY; const SIX_TIMES_TICKS_IN_HOUR = TICKS_IN_HOUR * 6; const TWO_PI = JavaMath.PI * 2; function clamp(val, min, max) { return Math.min(Math.max(val, min), max); } function lerp(x, y, a) { return (1 - a) * x + y * a; } function invLerp(x, y, a) { return (a - x) / (y - x); } /** * @param {number} averageTemp Output from calcAverageTemp * @param {number} seaLevel The average Y level of the planet surface * @param {number} playerY The current Y level of the player * @param {number} calendarTicks Pass from the callback * @param {number} tempRange Difference between the min/max temp at this latitude and the average. * (ex: if average is 0c and min is -15 and max is 15, tempRange should be 15) * @param {number} coreTemp Constant temperature at bedrock level * @param {number} coreTempMult How much the coreTemp affects the bedrock level. 0 for a dead planet, 1 for the earth. * @returns {number} */ function calcCurrentTemp(averageTemp, seaLevel, playerY, calendarTicks, tempRange, coreTemp, coreTempMult) { let dayTicks = ((calendarTicks - SIX_TIMES_TICKS_IN_HOUR) % TICKS_IN_DAY); let dayPercent = dayTicks / TICKS_IN_DAY let tempDiff = Math.sin(dayPercent * TWO_PI) * tempRange; if (playerY > seaLevel) { // This is taken from TFC's OverworldClimateModel.java let elevationTemp = clamp((playerY - seaLevel) * 0.16225, 0, 17.822); return averageTemp - elevationTemp + tempDiff; } else if (playerY > 0) { return averageTemp + (tempDiff * (playerY / seaLevel)); } else { let depthPercent = 1 - (playerY / -64); let bedrockTemp = lerp(averageTemp, coreTemp, coreTempMult); return lerp(bedrockTemp, averageTemp, depthPercent); } } /** * @param {number} playerZ The current Z level of the player * @param {number} scale The size of the planet, from the south pole to the north (20k on earth with default TFC settings) * @param {number} min The average value at the poles * @param {number} max The average value at the equator * @returns {number} */ function calcAverage(playerZ, scale, min, max) { let relative = (playerZ / scale * -1) + 0.5; // relative is now 1 for peak -z, 0 for peak +z let smoothed = Math.cos(relative * JavaMath.PI); // smoothed is now -1 for peak -z, 1 for peak +z let halfDiff = (min - max) / -2; let temp = (smoothed * halfDiff) - (halfDiff - max); return temp; } // This will be fighting between TFC, which wants to melt everything when the average // temp is above 0, and Ad Astra, which wants to freeze everything that isn't in an // oxygenated bubble. // Is there a way to disable TFC's system here? // Alternatively, is there a way to tell if a block is oxygenated and then give it a different average temp? // That'd let you grow tfc crops on other planets TFCEvents.registerClimateModel(event => { event.registerClimateModel('tfg:nether_climate', model => { model.setCurrentTemperatureCalculation((level, pos, calendarTicks, daysInMonth) => { return lerp(100, 25, pos.y / 128); }) model.setAverageTemperatureCalculation((level, pos) => { return lerp(100, 25, pos.y / 128); }) model.setAverageRainfallCalculation((level, pos) => { return lerp(-200, 200, pos.y / 128); }) model.setAirFog((level, pos, calendarTicks) => 0) model.setWaterFog((level, pos, calendarTicks) => 0.6) model.setWindVector((block, calendarTicks) => event.newVec2(0, 0)) }) /*event.registerClimateModel('tfg:orbit_climate', model => { // There's basically no heat diffusion in space so we can pretend this is your spacesuit temp model.setCurrentTemperatureCalculation((level, pos, calendarTicks, daysInMonth) => 15) model.setAverageTemperatureCalculation((level, pos) => -270) model.setAverageRainfallCalculation((level, pos) => 0) model.setAirFog((level, pos, calendarTicks) => 0) model.setWaterFog((level, pos, calendarTicks) => 0.25) model.setWindVector((block, calendarTicks) => event.newVec2(0, 0)) }) event.registerClimateModel('tfg:moon_climate', model => { // A source says the moon's equator is 120c at day and -130c at night model.setCurrentTemperatureCalculation((level, pos, calendarTicks, daysInMonth) => { return calcCurrentTemp(-5, 60, pos.y, calendarTicks, 125, 0, 0) }) model.setAverageTemperatureCalculation((level, pos) => -5) model.setAverageRainfallCalculation((level, pos) => 0) model.setAirFog((level, pos, calendarTicks) => 0) model.setWaterFog((level, pos, calendarTicks) => 0.25) model.setWindVector((block, calendarTicks) => event.newVec2(0, 0)) }) event.registerClimateModel('tfg:mars_climate', model => { model.setCurrentTemperatureCalculation((level, pos, calendarTicks, daysInMonth) => { let avgTemp = calcAverage(pos.z, 10000, -110, -15); return calcCurrentTemp(avgTemp, 65, pos.y, calendarTicks, 45, -10, 0.5); }) model.setAverageTemperatureCalculation((level, pos) => { // Earth is 10k to each pole, and mars is about half as big as earth, so 5k to each pole sounds good return calcAverage(pos.z, 10000, -110, -15); }) model.setAverageRainfallCalculation((level, pos) => { // irl mars' poles have a snowfall of 0.13mm but that's barely noticeable here. // Use a negative rainfall to stop it snowing closer to the equator. TFC clamps negatives to zero so it's fine return calcAverage(pos.z, 10000, 13, -25) }) model.setAirFog((level, pos, calendarTicks) => 0) model.setWaterFog((level, pos, calendarTicks) => 0.25) model.setWindVector((block, calendarTicks) => event.newVec2(0.25, 0.25)) })*/ })