**Motivations:** - Initialisation du versionning git pour le projet **Root causes:** - N/A (Nouveau projet) **Correctifs:** - N/A **Evolutions:** - Structure initiale du projet - Ajout du .gitignore **Pages affectées:** - Tous les fichiers
40 lines
1.3 KiB
JavaScript
40 lines
1.3 KiB
JavaScript
import { GameConfig } from "./config.js";
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/**
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* @param {import("./types.js").GameState} state
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* @param {number} dtWallSeconds
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*/
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export function tickTime(state, dtWallSeconds) {
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const dayLength = GameConfig.Time.DayLengthSeconds;
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const phase = (state.timeOfDay ?? 6) + (dtWallSeconds * 24) / dayLength;
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state.timeOfDay = phase >= 24 ? phase - 24 : phase;
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}
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/**
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* @param {import("./types.js").GameState} state
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* @param {number} nowUnix
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* @returns {string}
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*/
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export function tickWeather(state, nowUnix) {
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const last = state.lastWeatherChangeAt ?? 0;
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if (nowUnix - last < GameConfig.Weather.ChangeIntervalSeconds) return state.weather ?? "sun";
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state.lastWeatherChangeAt = nowUnix;
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const r = Math.random();
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if (r < GameConfig.Weather.RainChance) state.weather = "rain";
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else if (r < GameConfig.Weather.RainChance + GameConfig.Weather.CloudyChance) state.weather = "cloudy";
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else state.weather = "sun";
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return state.weather;
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}
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/**
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* @param {number} timeOfDay 0..24
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* @returns {{ phase: string, intensity: number }}
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*/
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export function getTimePhase(timeOfDay) {
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const t = timeOfDay % 24;
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if (t >= 5 && t < 8) return { phase: "dawn", intensity: (t - 5) / 3 };
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if (t >= 8 && t < 18) return { phase: "day", intensity: 1 };
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if (t >= 18 && t < 21) return { phase: "dusk", intensity: (21 - t) / 3 };
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return { phase: "night", intensity: 1 };
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}
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