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Problem with isRainingAt


luiihns

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Hello! first post!

Well, I go to the point!

 

I'm creating a mod little interesting! about thirst and temperature!

The last two days I have been stucked in the temperature section!

 

The problem is as follow.

 

In some part of my code I has a function that return a float value, indicating the factor of actual weather in the player's location.

When the player is placed in a warm biome and it's raining, works well -> the function return 2.0F.

But when the player is placed in a cold biome and it's raining (reallity it's snowing), does'nt work well - > the function return 1.0F.

 

The code is...

Spoiler

private float getFactorWeather() {

    boolean isRainingAt = this.entityPlayer.world.isRainingAt(this.entityPlayer.getPosition().up());
    boolean isRaining = this.entityPlayer.world.isRaining();

    System.out.println("isRainingAt " + isRainingAt);
    System.out.println("isRaining " + isRaining);

    if(this.entityPlayer.world.isRainingAt(this.entityPlayer.getPosition().up())) {
        return 2.0F;
    }
    else {
        return 1.0F;
    }
}

 

This function is ejecuted every 84 ticks in...

Spoiler

@SubscribeEvent
public void onPlayerTickLoad(TickEvent.PlayerTickEvent event) {

    if(event.phase == TickEvent.Phase.END && event.side == Side.SERVER) {

        if (entityMod.isNeedUpdate()) { <<<< VERIFICATION EVERY 84 EJECUTIONS
            if (!event.player.world.isRemote) {
                entityMod.onUpdate(); <<<< INSIDE IT'S CALLED THE getFactorWeather FUNCTION
            }
        }
    }
}

 

I'm programming with forgeSrc-1.12.2-14.23.2.2611.

 

I have been looking answers or questions about this on Internet, and I have not found nothing like this.

If somebody can guide my how fix this raining/snowing detection at specific position (especifically in a cold biome, where snow and no rain)

Thank in advance! 

 

PD: sorry my english!

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The weather in the game is globalized, meaning if it's raining - it's raining everywhere in the world at once. And "raining" in this case means that the weather isn't "clear" so to speak. So you can absolutely keep this method:

40 minutes ago, luiihns said:

boolean isRaining = this.entityPlayer.world.isRaining();

However when it comes to snow it's a bit different. You see, if it's supposed to be snowing in the biome instead of raining then the World#isRainingAt will return false. It will also return false if you go high enough so the rain becomes snow. So you need to account for these too. Basically I would have separate checks to determine the weather at the current spot:

public enum EnumWeather
{
    CLEAR,
    SNOW,
    RAIN,
    DRY
}

public static EnumWeather getWeatherAt(EntityPlayer player)
{
    World world = player.world;
    BlockPos pos = player.getPosition();
    if (!world.isRaining())
    {
        // If it isn't raining at all in the world it means that the weather is clear everywhere in the world.
        return EnumWeather.CLEAR;
    }

    Biome biome = world.getBiome(pos);
    if (!biome.isSnowyBiome() && !biome.canRain())
    {
        // If the biome can't have rain nor snow then it's a dry biome like a desert where it never rains.
        return EnumWeather.DRY;
    }
    
    boolean isSnowingAtHeight = world.getBiomeProvider().getTemperatureAtHeight(biome.getTemperature(pos), pos.getY()) < 0.15F;
    if (isSnowingAtHeight)
    {
        // If the adjusted temperature is less than 0.15 then it is snowing here.
        // And before you tell me about Biome#isSnowyBiome - all the logic is taken from EntityRenderer#renderRainSnow. It doesn't care whether the biome is a "snowy" one to render the snow effects - it only cares about the temperature at a given location.
        return EnumWeather.SNOW;
    }
    
    // If all other options are out then it must be raining
    return EnumWeather.RAIN;
}

 

40 minutes ago, luiihns said:

I'm programming with forgeSrc-1.12.2-14.23.2.2611.

Any particular reason you are using a forge version that is soon to be a year old? You should update.

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Oh thanks!

I had a bad concept about the rain on the world. I did'nt know if in some place of the world is raining, so at the rest of the world is raining too.

That is a detail that change everything! (at least in my particular case).

 

In conlusion, I'll use this solution...

Spoiler

private float getFactorWeather() {

    if(this.entityPlayer.world.isRaining()) {
        return 2.0F;
    }
    else {
        return 1.0F;
    }

}

Right?!

 

And about my actual version.

I just select one for make my code! No reason.

I'll change to the newest version!

I hope the code will no change much!

 

Thanks a lot and a see you in another post! Thanks, really thanks!

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29 minutes ago, V0idWa1k3r said:

 


public enum EnumWeather
{
    CLEAR,
    SNOW,
    RAIN,
    DRY
}

public static EnumWeather getWeatherAt(EntityPlayer player)
{
    World world = player.world;
    BlockPos pos = player.getPosition();
    if (!world.isRaining())
    {
        // If it isn't raining at all in the world it means that the weather is clear everywhere in the world.
        return EnumWeather.CLEAR;
    }

    Biome biome = world.getBiome(pos);
    if (!biome.isSnowyBiome() && !biome.canRain())
    {
        // If the biome can't have rain nor snow then it's a dry biome like a desert where it never rains.
        return EnumWeather.DRY;
    }
    
    boolean isSnowingAtHeight = world.getBiomeProvider().getTemperatureAtHeight(biome.getTemperature(pos), pos.getY()) < 0.15F;
    if (isSnowingAtHeight)
    {
        // If the adjusted temperature is less than 0.15 then it is snowing here.
        // And before you tell me about Biome#isSnowyBiome - all the logic is taken from EntityRenderer#renderRainSnow. It doesn't care whether the biome is a "snowy" one to render the snow effects - it only cares about the temperature at a given location.
        return EnumWeather.SNOW;
    }
    
    // If all other options are out then it must be raining
    return EnumWeather.RAIN;
}

 

 

You have right!

So, I'll try this!

I'll implement it, and I tell you how is the situation!

Thanks!

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2 hours ago, V0idWa1k3r said:

 


public enum EnumWeather
{
    CLEAR,
    SNOW,
    RAIN,
    DRY
}

public static EnumWeather getWeatherAt(EntityPlayer player)
{
    World world = player.world;
    BlockPos pos = player.getPosition();
    if (!world.isRaining())
    {
        // If it isn't raining at all in the world it means that the weather is clear everywhere in the world.
        return EnumWeather.CLEAR;
    }

    Biome biome = world.getBiome(pos);
    if (!biome.isSnowyBiome() && !biome.canRain())
    {
        // If the biome can't have rain nor snow then it's a dry biome like a desert where it never rains.
        return EnumWeather.DRY;
    }
    
    boolean isSnowingAtHeight = world.getBiomeProvider().getTemperatureAtHeight(biome.getTemperature(pos), pos.getY()) < 0.15F;
    if (isSnowingAtHeight)
    {
        // If the adjusted temperature is less than 0.15 then it is snowing here.
        // And before you tell me about Biome#isSnowyBiome - all the logic is taken from EntityRenderer#renderRainSnow. It doesn't care whether the biome is a "snowy" one to render the snow effects - it only cares about the temperature at a given location.
        return EnumWeather.SNOW;
    }
    
    // If all other options are out then it must be raining
    return EnumWeather.RAIN;
}

 

It's works!

Thanks!

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