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Climate (Core) layers a continuous seasonal-plus-daily temperature and the current season over the Calendar, registered via context.UseClimate. A new Lighting module (Graphics) adds DayNight: a daylight factor and ambient color from the calendar's time of day, pushed into the renderer's new AmbientLight (multiplied into world-space sprites only, so the scene darkens at night while screen-space overlays stay readable) and exposed as a sampleable SampleAt for the simulation. Both deterministic and GPU-free, covered by tests; docs updated. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
138 lines
5.1 KiB
C#
138 lines
5.1 KiB
C#
namespace MrGameEng.Core;
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/// <summary>The four seasons, in calendar order from the start of the year.</summary>
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public enum Season
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{
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/// <summary>First quarter of the year — warming.</summary>
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Spring,
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/// <summary>Second quarter — warmest.</summary>
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Summer,
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/// <summary>Third quarter — cooling.</summary>
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Autumn,
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/// <summary>Last quarter — coldest.</summary>
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Winter,
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}
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/// <summary>
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/// Tuning for <see cref="Climate"/>. A year spans <see cref="DaysPerYear"/> in-game days; temperature
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/// follows a seasonal cosine peaking on <see cref="WarmestDay"/>, plus a daily swing (cooler at night).
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/// </summary>
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public readonly record struct ClimateSettings
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{
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/// <summary>In-game days in one year (e.g. 60 = four 15-day seasons).</summary>
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public int DaysPerYear { get; init; }
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/// <summary>Yearly mean temperature.</summary>
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public float MeanTemperature { get; init; }
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/// <summary>Peak deviation from the mean across the seasons (summer high / winter low).</summary>
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public float SeasonalAmplitude { get; init; }
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/// <summary>Peak deviation from the seasonal mean across one day (warmer at noon, cooler at night).</summary>
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public float DailyAmplitude { get; init; }
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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>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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{
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DaysPerYear = 60,
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MeanTemperature = 12f,
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SeasonalAmplitude = 14f,
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DailyAmplitude = 5f,
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WarmestDay = 22, // ~middle of the summer quarter of a 60-day year
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};
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}
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/// <summary>
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/// Continuous climate layered over <see cref="Calendar"/>: a temperature that varies smoothly with the
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/// season and the time of day, plus the current season and year. The whole curve is derived from the
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/// calendar's elapsed time, so it slows or stops with the game clock. Pure read-side, GPU-free and
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/// deterministic; registered as a service via <see cref="ClimateEngineExtensions.UseClimate"/>.
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/// </summary>
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public sealed class Climate
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{
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private readonly Calendar _calendar;
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private readonly ClimateSettings _settings;
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/// <summary>Creates a climate reading <paramref name="calendar"/> with the given <paramref name="settings"/>.</summary>
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public Climate(Calendar calendar, ClimateSettings settings)
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{
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_calendar = calendar ?? throw new ArgumentNullException(nameof(calendar));
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if (settings.DaysPerYear <= 0)
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{
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throw new ArgumentOutOfRangeException(
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nameof(settings),
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"Days per year must be positive."
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);
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}
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_settings = settings;
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}
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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>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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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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/// <summary>Day within the current year, 0-based.</summary>
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public int DayOfYear => (int)(YearProgress * _settings.DaysPerYear);
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/// <summary>The current season, derived from the quarter of the year.</summary>
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public Season Season => (Season)Math.Clamp((int)(YearProgress * 4.0), 0, 3);
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/// <summary>Current temperature: seasonal cosine peaking on the warmest day, plus a daily swing.</summary>
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public float Temperature
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{
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get
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{
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var warmFraction = _settings.WarmestDay / (float)_settings.DaysPerYear;
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var seasonal =
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_settings.MeanTemperature
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+ _settings.SeasonalAmplitude
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* MathF.Cos(MathF.Tau * ((float)YearProgress - warmFraction));
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var daily = _settings.DailyAmplitude * (2f * Daylight() - 1f);
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return seasonal + daily;
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}
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}
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// Daytime factor 0..1 (0 at midnight, 1 at noon). Mirrors the day/night curve without a
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// Graphics dependency — Core owns the daily temperature swing.
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private float Daylight()
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{
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var value = -MathF.Cos(MathF.Tau * _calendar.DayProgress);
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return value > 0f ? value : 0f;
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}
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}
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/// <summary>Wires the climate model into the engine.</summary>
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public static class ClimateEngineExtensions
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{
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/// <summary>
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/// Creates a <see cref="Climate"/> bound to the context's <see cref="Calendar"/> service and
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/// registers it. Call once per world, after <see cref="CalendarEngineExtensions.UseCalendar"/>.
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/// </summary>
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public static Climate UseClimate(this EngineContext context, ClimateSettings settings)
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{
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var climate = new Climate(context.Services.Get<Calendar>(), settings);
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context.Services.Add(climate);
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return climate;
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}
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}
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