Add tile driven weather provider adapter
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@@ -17,6 +17,8 @@ public class AgrarianGame : ModuleRules
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"AIModule",
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"UMG",
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"Landscape",
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"HTTP",
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"Json",
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"Slate",
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"SlateCore"
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});
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@@ -0,0 +1,183 @@
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// Copyright Pacificao. All Rights Reserved.
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#include "AgrarianWeatherProviderSubsystem.h"
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#include "AgrarianGameState.h"
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#include "Dom/JsonObject.h"
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#include "Engine/World.h"
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#include "HttpModule.h"
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#include "Interfaces/IHttpResponse.h"
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#include "Kismet/GameplayStatics.h"
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#include "Serialization/JsonReader.h"
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#include "Serialization/JsonSerializer.h"
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bool UAgrarianWeatherProviderSubsystem::RequestWeatherForActiveGameState()
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{
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UWorld* World = GetWorld();
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AAgrarianGameState* GameState = World ? World->GetGameState<AAgrarianGameState>() : nullptr;
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if (!GameState || !GameState->HasAuthority())
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{
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return false;
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}
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return RequestWeatherForTile(GameState->ActiveSolarTileId, GameState->ActiveTileLatitude, GameState->ActiveTileLongitude);
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}
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bool UAgrarianWeatherProviderSubsystem::RequestWeatherForTile(FName TileId, float Latitude, float Longitude)
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{
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if (!bEnableLiveWeatherRequests || TileId == NAME_None)
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{
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return false;
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}
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UWorld* World = GetWorld();
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if (!World || !World->GetAuthGameMode())
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{
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return false;
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}
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const FString Url = BuildOpenMeteoForecastUrl(TileId, Latitude, Longitude);
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TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
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Request->SetURL(Url);
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Request->SetVerb(TEXT("GET"));
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Request->SetHeader(TEXT("Accept"), TEXT("application/json"));
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Request->OnProcessRequestComplete().BindUObject(this, &UAgrarianWeatherProviderSubsystem::OnOpenMeteoResponse, TileId, Latitude, Longitude);
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return Request->ProcessRequest();
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}
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FString UAgrarianWeatherProviderSubsystem::BuildOpenMeteoForecastUrl(FName TileId, float Latitude, float Longitude) const
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{
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const float ClampedLatitude = FMath::Clamp(Latitude, -90.0f, 90.0f);
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const float ClampedLongitude = FMath::Clamp(Longitude, -180.0f, 180.0f);
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return FString::Printf(
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TEXT("%s?latitude=%.6f&longitude=%.6f¤t=temperature_2m,relative_humidity_2m,precipitation,rain,showers,snowfall,weather_code,cloud_cover,pressure_msl,wind_speed_10m&daily=temperature_2m_max,temperature_2m_min,weather_code,precipitation_sum,wind_speed_10m_max&forecast_days=1&timezone=auto"),
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*OpenMeteoForecastEndpoint,
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ClampedLatitude,
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ClampedLongitude);
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}
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bool UAgrarianWeatherProviderSubsystem::ApplySnapshotToGameState(const FAgrarianWeatherProviderSnapshot& Snapshot, AAgrarianGameState* GameState) const
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{
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if (!Snapshot.bIsValid || !GameState || !GameState->HasAuthority())
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{
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return false;
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}
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GameState->SetRegionalTemperatureProfile(Snapshot.DailyLowTemperatureC, Snapshot.DailyHighTemperatureC);
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GameState->SetRegionalObservedTemperature(
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Snapshot.CurrentTemperatureC,
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1.0f,
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FString::Printf(TEXT("%s:%s"), *Snapshot.Provider, *Snapshot.ProviderTimestamp));
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GameState->SetWeather(Snapshot.MappedWeather);
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return true;
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}
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EAgrarianWeatherType UAgrarianWeatherProviderSubsystem::MapOpenMeteoWeatherCode(int32 WeatherCode, float PrecipitationMm, float WindSpeedKmh)
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{
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if (WeatherCode >= 95 || WindSpeedKmh >= 55.0f)
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{
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return EAgrarianWeatherType::Storm;
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}
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if (WeatherCode == 71 || WeatherCode == 73 || WeatherCode == 75 || WeatherCode == 77 || WeatherCode == 85 || WeatherCode == 86)
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{
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return EAgrarianWeatherType::ColdWind;
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}
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if ((WeatherCode >= 51 && WeatherCode <= 67) || (WeatherCode >= 80 && WeatherCode <= 82) || PrecipitationMm > 0.05f)
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{
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return EAgrarianWeatherType::Rain;
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}
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if (WindSpeedKmh >= 35.0f)
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{
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return EAgrarianWeatherType::ColdWind;
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}
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return EAgrarianWeatherType::Clear;
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}
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void UAgrarianWeatherProviderSubsystem::OnOpenMeteoResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FName TileId, float Latitude, float Longitude)
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{
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if (!bWasSuccessful || !Response.IsValid() || Response->GetResponseCode() < 200 || Response->GetResponseCode() >= 300)
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{
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return;
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}
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FAgrarianWeatherProviderSnapshot Snapshot;
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if (!ParseOpenMeteoForecast(Response->GetContentAsString(), TileId, Latitude, Longitude, Snapshot))
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{
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return;
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}
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LastSnapshot = Snapshot;
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UWorld* World = GetWorld();
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AAgrarianGameState* GameState = World ? World->GetGameState<AAgrarianGameState>() : nullptr;
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ApplySnapshotToGameState(Snapshot, GameState);
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}
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bool UAgrarianWeatherProviderSubsystem::ParseOpenMeteoForecast(const FString& ResponseContent, FName TileId, float Latitude, float Longitude, FAgrarianWeatherProviderSnapshot& OutSnapshot) const
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{
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TSharedPtr<FJsonObject> RootObject;
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const TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(ResponseContent);
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if (!FJsonSerializer::Deserialize(Reader, RootObject) || !RootObject.IsValid())
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{
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return false;
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}
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const TSharedPtr<FJsonObject>* CurrentObject = nullptr;
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if (!RootObject->TryGetObjectField(TEXT("current"), CurrentObject) || !CurrentObject || !CurrentObject->IsValid())
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{
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return false;
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}
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const TSharedPtr<FJsonObject>* DailyObject = nullptr;
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if (!RootObject->TryGetObjectField(TEXT("daily"), DailyObject) || !DailyObject || !DailyObject->IsValid())
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{
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return false;
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}
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const TArray<TSharedPtr<FJsonValue>>* DailyLowValues = nullptr;
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const TArray<TSharedPtr<FJsonValue>>* DailyHighValues = nullptr;
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if (!(*DailyObject)->TryGetArrayField(TEXT("temperature_2m_min"), DailyLowValues)
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|| !(*DailyObject)->TryGetArrayField(TEXT("temperature_2m_max"), DailyHighValues)
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|| !DailyLowValues || !DailyHighValues || DailyLowValues->Num() == 0 || DailyHighValues->Num() == 0)
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{
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return false;
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}
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double CurrentTemperature = 0.0;
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double RelativeHumidity = 0.0;
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double Precipitation = 0.0;
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double Rain = 0.0;
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double Showers = 0.0;
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double Snowfall = 0.0;
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double WeatherCode = 0.0;
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double CloudCover = 0.0;
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double Pressure = 0.0;
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double WindSpeed = 0.0;
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(*CurrentObject)->TryGetNumberField(TEXT("temperature_2m"), CurrentTemperature);
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(*CurrentObject)->TryGetNumberField(TEXT("relative_humidity_2m"), RelativeHumidity);
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(*CurrentObject)->TryGetNumberField(TEXT("precipitation"), Precipitation);
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(*CurrentObject)->TryGetNumberField(TEXT("rain"), Rain);
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(*CurrentObject)->TryGetNumberField(TEXT("showers"), Showers);
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(*CurrentObject)->TryGetNumberField(TEXT("snowfall"), Snowfall);
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(*CurrentObject)->TryGetNumberField(TEXT("weather_code"), WeatherCode);
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(*CurrentObject)->TryGetNumberField(TEXT("cloud_cover"), CloudCover);
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(*CurrentObject)->TryGetNumberField(TEXT("pressure_msl"), Pressure);
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(*CurrentObject)->TryGetNumberField(TEXT("wind_speed_10m"), WindSpeed);
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OutSnapshot.TileId = TileId;
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OutSnapshot.Latitude = FMath::Clamp(Latitude, -90.0f, 90.0f);
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OutSnapshot.Longitude = FMath::Clamp(Longitude, -180.0f, 180.0f);
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OutSnapshot.Provider = TEXT("open-meteo");
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(*CurrentObject)->TryGetStringField(TEXT("time"), OutSnapshot.ProviderTimestamp);
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OutSnapshot.CurrentTemperatureC = static_cast<float>(CurrentTemperature);
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OutSnapshot.DailyLowTemperatureC = static_cast<float>((*DailyLowValues)[0]->AsNumber());
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OutSnapshot.DailyHighTemperatureC = static_cast<float>((*DailyHighValues)[0]->AsNumber());
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OutSnapshot.PrecipitationMm = static_cast<float>(FMath::Max(Precipitation, FMath::Max(Rain + Showers, Snowfall)));
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OutSnapshot.WindSpeedKmh = static_cast<float>(WindSpeed);
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OutSnapshot.CloudCoverPercent = static_cast<float>(CloudCover);
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OutSnapshot.RelativeHumidityPercent = static_cast<float>(RelativeHumidity);
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OutSnapshot.PressureMslHpa = static_cast<float>(Pressure);
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OutSnapshot.WeatherCode = FMath::RoundToInt(WeatherCode);
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OutSnapshot.MappedWeather = MapOpenMeteoWeatherCode(OutSnapshot.WeatherCode, OutSnapshot.PrecipitationMm, OutSnapshot.WindSpeedKmh);
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OutSnapshot.bIsValid = true;
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return true;
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}
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@@ -0,0 +1,101 @@
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// Copyright Pacificao. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "HttpFwd.h"
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#include "Subsystems/GameInstanceSubsystem.h"
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#include "AgrarianTypes.h"
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#include "AgrarianWeatherProviderSubsystem.generated.h"
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class AAgrarianGameState;
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class IHttpRequest;
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class IHttpResponse;
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USTRUCT(BlueprintType)
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struct FAgrarianWeatherProviderSnapshot
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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FName TileId = NAME_None;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float Latitude = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float Longitude = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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FString Provider = TEXT("open-meteo");
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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FString ProviderTimestamp;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float CurrentTemperatureC = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float DailyLowTemperatureC = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float DailyHighTemperatureC = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float PrecipitationMm = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float WindSpeedKmh = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float CloudCoverPercent = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float RelativeHumidityPercent = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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float PressureMslHpa = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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int32 WeatherCode = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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EAgrarianWeatherType MappedWeather = EAgrarianWeatherType::Clear;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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bool bIsValid = false;
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};
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UCLASS()
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class UAgrarianWeatherProviderSubsystem : public UGameInstanceSubsystem
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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bool bEnableLiveWeatherRequests = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather")
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FString OpenMeteoForecastEndpoint = TEXT("https://api.open-meteo.com/v1/forecast");
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather")
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FAgrarianWeatherProviderSnapshot LastSnapshot;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Weather")
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bool RequestWeatherForActiveGameState();
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Weather")
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bool RequestWeatherForTile(FName TileId, float Latitude, float Longitude);
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UFUNCTION(BlueprintPure, Category = "Agrarian|Weather")
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FString BuildOpenMeteoForecastUrl(FName TileId, float Latitude, float Longitude) const;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Weather")
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bool ApplySnapshotToGameState(const FAgrarianWeatherProviderSnapshot& Snapshot, AAgrarianGameState* GameState) const;
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static EAgrarianWeatherType MapOpenMeteoWeatherCode(int32 WeatherCode, float PrecipitationMm, float WindSpeedKmh);
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private:
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void OnOpenMeteoResponse(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful, FName TileId, float Latitude, float Longitude);
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bool ParseOpenMeteoForecast(const FString& ResponseContent, FName TileId, float Latitude, float Longitude, FAgrarianWeatherProviderSnapshot& OutSnapshot) const;
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};
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