Enhance Calendar and Climate systems with start day offsets
CI / build-test (push) Successful in 1m13s
CI / build-test (push) Successful in 1m13s
- Added a `startDay` parameter to the `Calendar` class to allow for fractional day offsets at clock initialization, enabling more flexible time settings. - Updated `TotalDays` calculation to include the `startDay` offset. - Introduced `StartDayOfYear` in `ClimateSettings` to shift the seasonal phase, allowing worlds to begin at a specific time of year. - Adjusted `YearProgress` and `Year` calculations in the `Climate` class to account for the new `StartDayOfYear`. - Added unit tests to verify the functionality of the new start day features in both `Calendar` and `Climate` classes.
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@@ -10,16 +10,21 @@ namespace MrGameEng.Core;
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public sealed class Calendar
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{
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private readonly GameClock _clock;
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private readonly double _startDay;
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private float _secondsPerDay;
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/// <summary>
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/// Creates a calendar reading <paramref name="clock"/>; one day spans
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/// <paramref name="secondsPerDay"/> seconds of scaled time (must be positive).
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/// <paramref name="startDay"/> offsets the calendar by (fractional) days at clock 0 — e.g.
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/// <c>7.0 / 24</c> starts the world at 07:00 instead of midnight. It shifts the time of day and
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/// the day/night phase that reads <see cref="DayProgress"/>, without touching the clock itself.
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/// </summary>
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public Calendar(GameClock clock, float secondsPerDay)
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public Calendar(GameClock clock, float secondsPerDay, double startDay = 0.0)
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{
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_clock = clock ?? throw new ArgumentNullException(nameof(clock));
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SecondsPerDay = secondsPerDay;
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_startDay = startDay;
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}
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/// <summary>Scaled seconds per in-game day. Must be positive; raising it slows the calendar.</summary>
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@@ -36,8 +41,8 @@ public sealed class Calendar
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);
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}
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/// <summary>Total elapsed days as a continuous value (e.g. 3.5 = midday of day 4).</summary>
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public double TotalDays => _clock.TotalTime / _secondsPerDay;
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/// <summary>Total elapsed days as a continuous value (e.g. 3.5 = midday of day 4), incl. the start offset.</summary>
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public double TotalDays => _clock.TotalTime / _secondsPerDay + _startDay;
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/// <summary>The current day number, counting from 1.</summary>
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public int Day => (int)TotalDays + 1;
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@@ -68,11 +73,16 @@ public static class CalendarEngineExtensions
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/// <summary>
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/// Creates a <see cref="Calendar"/> bound to the context's clock and registers it as a
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/// service. Call once per world. <paramref name="secondsPerDay"/> is the scaled-time length
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/// of one in-game day (must be positive).
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/// of one in-game day (must be positive); <paramref name="startDay"/> offsets the starting
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/// time of day in fractional days (e.g. <c>7.0 / 24</c> begins the world at 07:00).
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/// </summary>
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public static Calendar UseCalendar(this EngineContext context, float secondsPerDay)
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public static Calendar UseCalendar(
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this EngineContext context,
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float secondsPerDay,
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double startDay = 0.0
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)
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{
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var calendar = new Calendar(context.Clock, secondsPerDay);
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var calendar = new Calendar(context.Clock, secondsPerDay, startDay);
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context.Services.Add(calendar);
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return calendar;
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}
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@@ -37,6 +37,13 @@ public readonly record struct ClimateSettings
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/// <summary>Day of the year (0-based) with the highest temperature; defaults to mid-summer.</summary>
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public int WarmestDay { get; init; }
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/// <summary>
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/// Day of the year (0-based) that the calendar's day 0 maps to. Shifts the whole seasonal phase
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/// (season and temperature together) so a world can begin in a chosen part of the year — e.g. a
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/// warm late spring instead of the cold turn of the year. Defaults to 0 (year begins at day 0).
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/// </summary>
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public int StartDayOfYear { get; init; }
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/// <summary>Temperate defaults: a 60-day year, mean 12°, ±14° seasonal, ±5° daily, warmest mid-summer.</summary>
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public static ClimateSettings Default =>
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new()
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@@ -78,18 +85,21 @@ public sealed class Climate
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/// <summary>In-game days per year.</summary>
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public int DaysPerYear => _settings.DaysPerYear;
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/// <summary>Elapsed days shifted by <see cref="ClimateSettings.StartDayOfYear"/> — the seasonal clock.</summary>
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private double YearDays => _calendar.TotalDays + _settings.StartDayOfYear;
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/// <summary>Continuous position within the current year in <c>[0, 1)</c>.</summary>
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public double YearProgress
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{
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get
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{
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var years = _calendar.TotalDays / _settings.DaysPerYear;
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var years = YearDays / _settings.DaysPerYear;
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return years - Math.Floor(years);
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}
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}
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/// <summary>The current year, counting from 1.</summary>
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public int Year => (int)(_calendar.TotalDays / _settings.DaysPerYear) + 1;
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public int Year => (int)(YearDays / _settings.DaysPerYear) + 1;
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/// <summary>Day within the current year, 0-based.</summary>
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public int DayOfYear => (int)(YearProgress * _settings.DaysPerYear);
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@@ -54,6 +54,20 @@ public class CalendarTests
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Assert.Equal(14 * 60 + 30, calendar.MinuteOfDay);
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}
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[Fact]
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public void StartDay_OffsetsTheTimeOfDay()
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{
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var clock = new GameClock();
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var calendar = new Calendar(clock, secondsPerDay: 10f, startDay: 7.0 / 24); // begin at 07:00
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Assert.Equal(1, calendar.Day);
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Assert.Equal(7, calendar.Hour);
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Assert.Equal(0, calendar.Minute);
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clock.Advance(5f); // half a day later → 19:00
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Assert.Equal(19, calendar.Hour);
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}
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[Fact]
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public void Pause_DoesNotAdvanceTheCalendar()
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{
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@@ -81,4 +81,15 @@ public class ClimateTests
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Assert.Equal(2, climate.Year);
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Assert.Equal(0, climate.DayOfYear);
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}
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[Fact]
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public void StartDayOfYear_ShiftsTheSeasonalPhase()
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{
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// Begin the world already at the warmest day (15): the curve peaks at clock 0.
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var (_, climate) = Make(Seasonal with { StartDayOfYear = 15 });
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Assert.Equal(30f, climate.Temperature, 2); // mean 10 + amplitude 20, at the peak
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Assert.Equal(15, climate.DayOfYear); // day-of-year reflects the offset
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Assert.Equal(Season.Summer, climate.Season); // day 15 of a 60-day year = start of summer
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}
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}
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