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Posted (edited)

Quick question, is there any way to get a worlds age in days?

I know that I can use getTotalWorldTime() to get the real time the world has existed, but that totally ignores sleeping and cheating admins.

Right now I am thinking about using the world tick event to check all 100 ticks if the world time is smaller than it was the last time I checked, and if yes increase the worlds day counter by one.

 

Is there any better solution? Andwould the overworlds time keep running if all my players are in a different dimension?

Edited by Jacky2611

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Posted

World#getTotalWorldTime() / 24000

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

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Posted (edited)

Wait, that does account for sleeping and stuff like that? I thought that was the real time spent in the world.

Edited by Jacky2611

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Posted

Are you sure @Draco18s? I just tried that in a world and whenever I changed the time of day it had absolutely no effect on getTotalWorldTime.

 

 


[05:24:06] [Server thread/INFO]: [STDOUT]: total world time is 103200
[05:24:11] [Server thread/INFO]: [STDOUT]: total world time is 103300
[05:24:16] [Server thread/INFO]: [Player357: Added 300 to the time]
[05:24:16] [main/INFO]: [CHAT] Added 300 to the time
[05:24:16] [Server thread/INFO]: [STDOUT]: total world time is 103400

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Posted (edited)

Sorry, try World.# getWorldTime()

I get the two confused sometimes.

 

And yes, it accounts for sleeping.

Edited by Draco18s

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
12 minutes ago, Draco18s said:

Sorry, try World.# getWorldTime()

Actucally, according to the source code this refers to WorldInfo#worldTime which is in the range of 0-23999 (in ticks) or a full day.

Posted

Interesting. It looks like sleepingDoesntResetTheTimeCounter.

But as soon as someone does use a command we are back to 0. Looks like I have to write my own solution.

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Posted (edited)
19 minutes ago, shultzy said:

Actucally, according to the source code this refers to WorldInfo#worldTime which is in the range of 0-23999 (in ticks) or a full day.

Well, that's the funny thing about it. I also thought that it would be in the range of 0-23999 ticks, but apparently it keeps counting up in most cases. I have to get the long back into the range on my own to make my own code work.

 

here is what I wrote to get a proper day count for my worlds. I call updateCurrentTime all 200 ticks from inside a world tick event with the worlds current time.

 

public class DayCounterWorldSavedData extends WorldSavedData {
	private static final String DATA_NAME = DSMain.MODID + "_ExampleData";
	  
	private int ageInDays = 0;
	long lastTime=0;
	
	// Required constructors
	public DayCounterWorldSavedData() {
		super(DATA_NAME);
	}

	public DayCounterWorldSavedData(String s) {
		super(s);
	}
	  
	  
	@Override
	public void readFromNBT(NBTTagCompound nbt) {
		this.ageInDays=nbt.getInteger("ageInDays");
		this.lastTime=nbt.getLong("lastTime");

		
	}
	
	@Override
	public NBTTagCompound writeToNBT(NBTTagCompound compound) {
		NBTTagCompound nbt = new NBTTagCompound();
		
		nbt.setInteger("ageInDays", this.ageInDays);
		nbt.setLong("lastTime", this.lastTime);

		
		return nbt;
	}

	
	public static DayCounterWorldSavedData get(World world) {
		  MapStorage storage = world.getPerWorldStorage();
		  DayCounterWorldSavedData instance = (DayCounterWorldSavedData) storage.getOrLoadData(DayCounterWorldSavedData.class, DATA_NAME);

		  if (instance == null) {
		    instance = new DayCounterWorldSavedData();
		    storage.setData(DATA_NAME, instance);
		  }
		  
		  return instance;
	}
	
	public int getAgeInDays() {
		return this.ageInDays;
	}
	
	public void updateCurrentTime(long currentTime) {
		
		System.out.println("last time: " + this.lastTime);
		System.out.println("current time: " + currentTime);
		
		//we get values above 23999, TO-DO: get it back in range here
		currentTime=currentTime%24000;
		
		if(currentTime<this.lastTime)
    		this.addDay();
    			
		this.lastTime=currentTime;
	}
	
	public void addDay() {
		this.addDays(1);
	}

	public void addDays(int i) {
		this.ageInDays+=1;
		this.markDirty();
		
		System.out.println("The worlds age is "+this.getAgeInDays() +" day(s).");
	}
}

 

Edited by Jacky2611

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Posted (edited)
48 minutes ago, shultzy said:

Actucally, according to the source code this refers to WorldInfo#worldTime which is in the range of 0-23999 (in ticks) or a full day.

The javadoc on that method is wrong. If you follow where it gets its value from you'll find that nothing modulates it down below 24,000.

 

46 minutes ago, Jacky2611 said:

Interesting. It looks like sleepingDoesntResetTheTimeCounter.

But as soon as someone does use a command we are back to 0. Looks like I have to write my own solution.


You mean /time set 0? Well...yeah...

Edited by Draco18s

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted (edited)

OK, I just realized that days don't have to be 24000 ticks long in all dimensions. (I am way too tired for this) Which means that my code above is mostly useless should I ever want to use it somewhere else since there is no way to figure out how many ticks are in another dimension sun cycle.

 

What I could do instead is to trigger a new day whenever the isDaytime boolean for a world changes. If I combine that with my current approach (in order to notice should someone just skip an entire day/night) my system should be (mostly) foolproof.

 

EDIT:

Even /time set day sets it back down to 0. And users don't even have to use commands. As soon as another mod starts messing around with time I am screwed. And as I already said above, I can't rely on the tick count because not all dimension have to have the same day cycle.

 

What I did now is to rely on the world#isDaytime boolean to catch normal day changes while also triggering a change should someone mess around with the server time. This is what my sleep deprived mind came up with.

	public void updateCurrentTime(long currentTime, boolean currentDay) {
		
		//check if someone used a command to reset time or if the night/day switched to day
		if((currentTime<this.lastTime) || ((this.isDay!=currentDay))&&currentDay)
    		    this.addDay();
    			
		this.lastTime=currentTime;
		this.isDay = currentDay;
	}

 

And did I write my reply above in camel case o.O?

Edited by Jacky2611

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