14 years
edited 8 years
Random weather script
By moyack. 2008.
By moyack. 2008.
I did this as a request: a code that changes randomly the weather from normal to a rainy day. Due to its configurability and easy to use (just copy it to your map and it will work) I'll post it to the public. Now the current version allows multiple types of weathers and with a few functions you can achieve very nice weather effect transitions.
How the script works?
The script initializes a timer with a random duration (configurable via globals), and it will change from no weather to a weather environment. if you use the minimalistic version, it will turn on and off in a random way the specified weather. If you use the Standard version, it will do the same but with a set of weathers configured previously. this preconfiguration can be done at map init or at game time... there's no limitation.
Credits and Acknowledgments
Greetings to Syntic_Arrow for doing the request.
Credits to Ammorth for the suggestion of weights to implement randomness
Gives credits when you use it...
How to install:
- Create a new trigger
- Call it whatever you want
- Convert it to custom text
- Delete all the content of that trigger
- Paste this trigger code and voila!!!
Standard version
[btable]The standard version offers the possibility to setup the kind of weathers you want to see in your map and their chances to appear. To start a set of weathers, you just have to add a code like this:
Sample code
function StartWeather takes nothing returns nothing // This function can run at map init...
call CleanWeatherWeights() // Prepares and clean the Weather script...
call SetWeatherWeight(Northrend_Blizzard, 3.) // adds a weather type and its weight.
call SetWeatherWeight(Rays_Of_Light, 5.)
call SetWeatherWeight(Wind_Heavy, 8.)
// if a weather has a higher weight, it will have more chances to happen than others.
// this value is arbitrary...
endfunctionIf you need to change the weather weights, or types, you must clean them with [lcode=jass]CleanWeatherWeights()[/lcode] and then reset the values with [lcode=jass]SetWeatherWeight(...)[/lcode] command.
Random Weather Script - Standard version
// Random weather changer, by moyack. 2008.
library RandomWeather initializer init
// Configuration section
globals
private constant real MinDur = 5. // minimum time that we have to wait between weathers
private constant real MaxDur = 15. // maximum time that we have to wait between weathers
endglobals
// End configuration section
globals
// Weather Type Constants
constant integer Ashenvale_Rain_Heavy = 'RAhr'
constant integer Ashenvale_Rain_Light = 'RAlr'
constant integer Dalaran_Shield = 'MEds'
constant integer Dungeon_Blue_Fog_Heavy = 'FDbh'
constant integer Dungeon_Blue_Fog_Light = 'FDbl'
constant integer Dungeon_Green_Fog_Heavy = 'FDgh'
constant integer Dungeon_Green_Fog_Light = 'FDgl'
constant integer Dungeon_Red_Fog_Heavy = 'FDrh'
constant integer Dungeon_Red_Fog_Light = 'FDrl'
constant integer Dungeon_White_Fog_Heavy = 'FDwh'
constant integer Dungeon_White_Fog_Light = 'FDwl'
constant integer Lordaeron_Rain_Heavy = 'RLhr'
constant integer Lordaeron_Rain_Light = 'RLlr'
constant integer Northrend_Blizzard = 'SNbs'
constant integer Northrend_Snow_Heavy = 'SNhs'
constant integer Northrend_Snow_Light = 'SNls'
constant integer Outland_Wind_Heavy = 'WOcw'
constant integer Outland_Wind_Light = 'WOlw'
constant integer Rays_Of_Light = 'LRaa'
constant integer Rays_Of_Moonlight = 'LRma'
constant integer Wind_Heavy = 'WNcw'
// End Weather type Constants...
private boolean IsWeather = false
endglobals
private struct Weather // this is the struct that manages all the weather behavior
private static rect R
private static real total = 0.
private static integer index = 0
weathereffect w
integer id
real weight
real chance
private method onDestroy takes nothing returns nothing
call RemoveWeatherEffect(.w)
endmethod
static method Clean takes nothing returns nothing
local integer i = 1
local Weather W
loop
exitwhen i > Weather.index
set W = Weather(i)
call W.destroy()
set i = i+1
endloop
set Weather.index = 0
endmethod
static method Add takes integer id, real w returns nothing
local integer i = 1
local Weather W = Weather.allocate()
set W.id = id
set W.weight = w
set W.w = AddWeatherEffect(Weather.R, id)
call EnableWeatherEffect(W.w, false)
set Weather.total = Weather.total + w
set Weather.index = integer(W)
loop
exitwhen i > Weather.index
set W = Weather(i)
set W.chance = W.weight / Weather.total
set i = i+1
endloop
endmethod
static method Start takes nothing returns nothing
local integer i = 1
local real r = GetRandomReal(0,1)
local real s = 0.
local Weather W
loop
exitwhen i > Weather.index
set W = Weather(i)
exitwhen s <= r and r < s+W.chance
set s = s+W.chance
set i = i+1
endloop
call EnableWeatherEffect(W.w, true)
endmethod
static method Stop takes nothing returns nothing
local integer i = 1
local Weather W
loop
exitwhen i > Weather.index
set W = Weather(i)
call EnableWeatherEffect(W.w, false)
set i = i+1
endloop
endmethod
private static method onInit takes nothing returns nothing
set Weather.R = GetWorldBounds()
endmethod
endstruct
private function Loop takes nothing returns nothing
local timer t = GetExpiredTimer()
set IsWeather = not IsWeather
if IsWeather then
call Weather.Start()
else
call Weather.Stop()
endif
call PauseTimer(t)
call TimerStart(t, GetRandomReal(MinDur, MaxDur), false, function Loop)
set t = null
endfunction
private function init takes nothing returns nothing
call TimerStart(CreateTimer(), GetRandomReal(MinDur, MaxDur), false, function Loop)
endfunction
// ==============
// user functions
// ==============
function SetWeatherWeight takes integer wid, real w returns nothing
call Weather.Add(wid, w)
endfunction
function CleanWeatherWeights takes nothing returns nothing
call Weather.Clean()
endfunction
endlibrary[/btable]Minimalistic version. Only manages one type of weather
// Random weather changer, by moyack. 2008.
scope RandomWeather initializer init
globals
private constant integer Rain = 'RAhr' //Set the weather type that you want to use...
private constant real MinDur = 15. // minimum time that we have to wait between weathers
private constant real MaxDur = 35. // maximum time that we have to wait between weathers
private weathereffect W
private boolean IsRain = false
endglobals
private function Loop takes nothing returns nothing
local timer t = GetExpiredTimer()
set IsRain = not IsRain
call EnableWeatherEffect(W, IsRain)
call PauseTimer(t)
call TimerStart(t, GetRandomReal(MinDur, MaxDur), false, function Loop)
set t = null
endfunction
private function init takes nothing returns nothing
set W = AddWeatherEffect(GetWorldBounds(), Rain)
call TimerStart(CreateTimer(), GetRandomReal(MinDur, MaxDur), false, function Loop)
endfunction
endscopeWeather RawCodes
globals
// Weather Type Constants
constant integer Ashenvale_Rain_Heavy = 'RAhr'
constant integer Ashenvale_Rain_Light = 'RAlr'
constant integer Dalaran_Shield = 'MEds'
constant integer Dungeon_Blue_Fog_Heavy = 'FDbh'
constant integer Dungeon_Blue_Fog_Light = 'FDbl'
constant integer Dungeon_Green_Fog_Heavy = 'FDgh'
constant integer Dungeon_Green_Fog_Light = 'FDgl'
constant integer Dungeon_Red_Fog_Heavy = 'FDrh'
constant integer Dungeon_Red_Fog_Light = 'FDrl'
constant integer Dungeon_White_Fog_Heavy = 'FDwh'
constant integer Dungeon_White_Fog_Light = 'FDwl'
constant integer Lordaeron_Rain_Heavy = 'RLhr'
constant integer Lordaeron_Rain_Light = 'RLlr'
constant integer Northrend_Blizzard = 'SNbs'
constant integer Northrend_Snow_Heavy = 'SNhs'
constant integer Northrend_Snow_Light = 'SNls'
constant integer Outland_Wind_Heavy = 'WOcw'
constant integer Outland_Wind_Light = 'WOlw'
constant integer Rays_Of_Light = 'LRaa'
constant integer Rays_Of_Moonlight = 'LRma'
constant integer Wind_Heavy = 'WNcw'
// End Weather type Constants...
endglobals