/* * This file is part of LanternServer, licensed under the MIT License (MIT). * * Copyright (c) LanternPowered <https://www.lanternpowered.org> * Copyright (c) SpongePowered <https://www.spongepowered.org> * Copyright (c) contributors * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the Software), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package org.lanternpowered.server.network.vanilla.message.processor.play; import org.lanternpowered.server.network.message.Message; import org.lanternpowered.server.network.message.codec.CodecContext; import org.lanternpowered.server.network.message.processor.Processor; import org.lanternpowered.server.network.vanilla.message.type.play.MessagePlayOutWorldSky; import org.lanternpowered.server.network.vanilla.message.type.play.internal.MessagePlayOutChangeGameState; import java.util.List; public final class ProcessorPlayOutWorldSky implements Processor<MessagePlayOutWorldSky> { @Override public void process(CodecContext context, MessagePlayOutWorldSky message, List<Message> output) { float rain = message.getRainStrength(); float darkness = message.getDarkness(); // Rain strength may not be greater then 1.5 // TODO: Check what limit may cause issues rain = Math.min(1.5f, rain); // The maximum darkness value before strange things start to happen // Night vision changes the max from 6.0 to 4.0, we won't // check that for now so we will play safe. float f1 = 4f; // The minimum value before the rain stops float f2 = 0.01f; // The rain value may not be zero, otherwise will it cause math errors. if (rain < f2 && darkness > 0f) { rain = f2; } if (darkness > 0f) { darkness = Math.min(darkness / rain, f1 / rain); } output.add(new MessagePlayOutChangeGameState(7, rain)); output.add(new MessagePlayOutChangeGameState(8, darkness)); } }