neuralgia/kubejs/startup_scripts/tfc/register_climates.js
Nebby d4c80a4b61
Consolidating Development: 0.9.x (#846)
Signed-off-by: Pyritie <pyritie@gmail.com>
Signed-off-by: TomPlop <tomdidome@gmail.com>
Co-authored-by: Pyritie <Pyritie@gmail.com>
Co-authored-by: Redeix <brayden.j.m.ford@gmail.com>
Co-authored-by: TomPlop <tomdidome@gmail.com>
Co-authored-by: aidie8 <aidenvanzuilen@gmail.com>
Co-authored-by: Xikaro <os.valerievich@ya.ru>
Co-authored-by: Xikaro <55663835+Xikaro@users.noreply.github.com>
Co-authored-by: Zleub <debray.arnaud@gmail.com>
2025-04-14 19:00:08 +01:00

163 lines
No EOL
5.6 KiB
JavaScript

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))
})*/
})