Persist applied weather debug state
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@@ -49,6 +49,13 @@ AAgrarianGameState::AAgrarianGameState()
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ActiveGrowingSeason.MinAverageGrowingTempC = 7.0f;
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ActiveGrowingSeason.CropSafetyBufferDays = 14;
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ActiveGrowingSeason.ClimateProfile = TEXT("coastal_mediterranean_mild");
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ActiveWeatherInputs.TileId = ActiveSolarTileId;
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ActiveWeatherInputs.Latitude = ActiveTileLatitude;
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ActiveWeatherInputs.Longitude = ActiveTileLongitude;
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ActiveWeatherDebug.TileId = ActiveSolarTileId;
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ActiveWeatherDebug.Latitude = ActiveTileLatitude;
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ActiveWeatherDebug.Longitude = ActiveTileLongitude;
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ActiveWeatherDebug.AppliedWeather = Weather;
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}
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void AAgrarianGameState::BeginPlay()
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@@ -99,6 +106,7 @@ void AAgrarianGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& O
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DOREPLIFETIME(AAgrarianGameState, bHasRegionalObservedTemperature);
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DOREPLIFETIME(AAgrarianGameState, RegionalWeatherSource);
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DOREPLIFETIME(AAgrarianGameState, ActiveWeatherInputs);
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DOREPLIFETIME(AAgrarianGameState, ActiveWeatherDebug);
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DOREPLIFETIME(AAgrarianGameState, DaysPerAgrarianYear);
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DOREPLIFETIME(AAgrarianGameState, ActiveSolarTileId);
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DOREPLIFETIME(AAgrarianGameState, ActiveTileLatitude);
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@@ -130,6 +138,7 @@ void AAgrarianGameState::SetWeather(EAgrarianWeatherType NewWeather)
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if (HasAuthority())
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{
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Weather = NewWeather;
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ActiveWeatherDebug.AppliedWeather = NewWeather;
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UpdateAmbientTemperature();
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OnRep_Weather();
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}
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@@ -180,6 +189,22 @@ void AAgrarianGameState::ApplyMappedWeatherInputs(const FAgrarianMappedWeatherIn
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ActiveWeatherInputs.VisibilityMeters = FMath::Max(0.0f, ActiveWeatherInputs.VisibilityMeters);
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ActiveWeatherInputs.bHasProviderData = true;
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ActiveWeatherDebug.TileId = ActiveWeatherInputs.TileId != NAME_None ? ActiveWeatherInputs.TileId : ActiveSolarTileId;
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ActiveWeatherDebug.Latitude = ActiveWeatherInputs.TileId != NAME_None ? ActiveWeatherInputs.Latitude : ActiveTileLatitude;
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ActiveWeatherDebug.Longitude = ActiveWeatherInputs.TileId != NAME_None ? ActiveWeatherInputs.Longitude : ActiveTileLongitude;
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ActiveWeatherDebug.Provider = ActiveWeatherInputs.Provider;
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ActiveWeatherDebug.ProviderTimestamp = ActiveWeatherInputs.ProviderTimestamp;
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ActiveWeatherDebug.AppliedWeather = ActiveWeatherInputs.MappedWeather;
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ActiveWeatherDebug.ProviderWeatherCode = ActiveWeatherInputs.ProviderWeatherCode;
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ActiveWeatherDebug.TemperatureC = ActiveWeatherInputs.TemperatureC;
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ActiveWeatherDebug.PrecipitationMm = ActiveWeatherInputs.PrecipitationMm;
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ActiveWeatherDebug.WindSpeedKmh = ActiveWeatherInputs.WindSpeedKmh;
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ActiveWeatherDebug.CloudCoverPercent = ActiveWeatherInputs.CloudCoverPercent;
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ActiveWeatherDebug.RelativeHumidityPercent = ActiveWeatherInputs.RelativeHumidityPercent;
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ActiveWeatherDebug.PressureMslHpa = ActiveWeatherInputs.PressureMslHpa;
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ActiveWeatherDebug.VisibilityMeters = ActiveWeatherInputs.VisibilityMeters;
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ActiveWeatherDebug.bHasProviderData = ActiveWeatherInputs.bHasProviderData;
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SetRegionalTemperatureProfile(ActiveWeatherInputs.DailyLowTemperatureC, ActiveWeatherInputs.DailyHighTemperatureC);
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SetRegionalObservedTemperature(
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ActiveWeatherInputs.TemperatureC,
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@@ -188,6 +213,11 @@ void AAgrarianGameState::ApplyMappedWeatherInputs(const FAgrarianMappedWeatherIn
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SetWeather(ActiveWeatherInputs.MappedWeather);
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}
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FAgrarianWeatherDebugSnapshot AAgrarianGameState::GetWeatherDebugSnapshot() const
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{
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return ActiveWeatherDebug;
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}
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float AAgrarianGameState::GetClearSkyTemperatureForHour(float HourOfDay) const
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{
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const float LowTemperature = FMath::Min(RegionalDailyLowTemperatureC, RegionalDailyHighTemperatureC);
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