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Posted

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!

Posted

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.

  • Thanks 1
Posted

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!

Posted
4 minutes ago, luiihns said:

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

This only checks for whether it's raining or not. It doesn't actually check for the snow(which you've wanted to know about) and it doesn't check for cases where it won't rain/snow in a biome like a desert either.

Posted
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!

Posted
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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