789 lines
27 KiB
JavaScript
789 lines
27 KiB
JavaScript
/**
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* Dynamic Weather Effects Module
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* Creates weather effects based on the Info Box weather field
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*/
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import { extensionSettings, lastGeneratedData, committedTrackerData } from '../../core/state.js';
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import { repairJSON } from '../../utils/jsonRepair.js';
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let weatherContainer = null;
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let currentWeatherType = null;
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let currentTimeOfDay = null;
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let currentHour = null;
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/**
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* Parse time string to extract hour (24-hour format)
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* Supports formats like "3:00 PM", "15:00", "3 PM", "Evening", etc.
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*/
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function parseHourFromTime(timeStr) {
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if (!timeStr) return null;
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const text = timeStr.toLowerCase().trim();
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// Check for descriptive time words first
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if (text.includes('dawn') || text.includes('sunrise')) return 6;
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if (text.includes('early morning')) return 7;
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if (text.includes('morning')) return 9;
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if (text.includes('midday') || text.includes('noon') || text.includes('mid-day')) return 12;
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if (text.includes('afternoon')) return 14;
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if (text.includes('late afternoon')) return 16;
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if (text.includes('evening') || text.includes('dusk') || text.includes('sunset')) return 19;
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if (text.includes('twilight')) return 20;
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if (text.includes('night') || text.includes('nighttime')) return 22;
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if (text.includes('midnight')) return 0;
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if (text.includes('late night')) return 2;
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// Try to parse numeric time formats
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// Format: "3:00 PM" or "3:00PM" or "3 PM"
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const ampmMatch = text.match(/(\d{1,2})(?::(\d{2}))?\s*(am|pm)/i);
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if (ampmMatch) {
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let hour = parseInt(ampmMatch[1], 10);
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const isPM = ampmMatch[3].toLowerCase() === 'pm';
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if (isPM && hour !== 12) hour += 12;
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if (!isPM && hour === 12) hour = 0;
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return hour;
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}
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// Format: "15:00" (24-hour)
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const militaryMatch = text.match(/(\d{1,2}):(\d{2})/);
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if (militaryMatch) {
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return parseInt(militaryMatch[1], 10);
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}
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return null;
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}
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/**
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* Determine time of day based on hour
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*/
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function getTimeOfDay(hour) {
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if (hour === null) return 'unknown';
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// Night: 8 PM (20:00) to 5 AM (05:00)
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if (hour >= 20 || hour < 5) return 'night';
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// Dawn/Dusk: 5 AM - 7 AM and 6 PM - 8 PM
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if (hour >= 5 && hour < 7) return 'dawn';
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if (hour >= 18 && hour < 20) return 'dusk';
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// Day: 7 AM to 6 PM
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return 'day';
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}
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/**
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* Extract time from Info Box data
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*/
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function getCurrentTime() {
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const infoBoxData = lastGeneratedData.infoBox || committedTrackerData.infoBox || '';
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// Try to parse as JSON first (new format)
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try {
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const parsed = typeof infoBoxData === 'string' ? repairJSON(infoBoxData) : infoBoxData;
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if (parsed && parsed.time) {
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// Use the end time if available (current time), otherwise start time
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return parsed.time.end || parsed.time.start || null;
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}
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} catch (e) {
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// Not JSON, try old text format
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}
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// Fallback: Parse the old text format to find Time field
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const lines = infoBoxData.split('\n');
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for (const line of lines) {
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const trimmed = line.trim();
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if (trimmed.startsWith('Time:')) {
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const timeStr = trimmed.substring('Time:'.length).trim();
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// If it contains →, take the end time (after arrow)
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if (timeStr.includes('→')) {
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const parts = timeStr.split('→');
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return parts[1]?.trim() || parts[0]?.trim();
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}
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return timeStr;
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}
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}
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return null;
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}
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// Patterns for specific weather conditions (order matters - combined effects first)
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// Grouped by languages for easy editing
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const WEATHER_PATTERNS_BY_LANGUAGE = {
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en: [
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{ id: "blizzard", patterns: [ "blizzard" ] }, // Snow + Wind
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{ id: "storm", patterns: [ "storm", "thunder", "lightning" ] }, // Rain + Lightning
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{ id: "wind", patterns: [ "wind", "breeze", "gust", "gale" ] },
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{ id: "snow", patterns: [ "snow", "flurries" ] },
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{ id: "rain", patterns: [ "rain", "drizzle", "shower" ] },
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{ id: "mist", patterns: [ "mist", "fog", "haze" ] },
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{ id: "sunny", patterns: [ "sunny", "clear", "bright" ] },
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{ id: "none", patterns: [ "cloud", "overcast", "indoor", "inside" ] },
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],
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ru: [
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{ id: "blizzard", patterns: [ "метель" ] },
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{ id: "storm", patterns: [ "гроза", "буря", "шторм" ] },
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{ id: "wind", patterns: [ "ветер", "ветрено", "ветерок", "бриз", "легкий бриз", "слегка ветрено", "легкий ветер", "шквал,буря" ] },
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{ id: "snow", patterns: [ "снег", "снегопад" ] },
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{ id: "rain", patterns: [ "дождь", "морось", "ливень" ] },
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{ id: "mist", patterns: [ "мгла", "туман", "туманно" ] },
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{ id: "sunny", patterns: [ "солнечно", "ясно", "ярко", "ясное утро", "ясный день" ] },
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{ id: "none", patterns: [ "облачно", "пасмурно", "в помещении", "внутри" ] },
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],
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}
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/**
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* Parse weather text to determine effect type
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*/
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function parseWeatherType(weatherText) {
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if (!weatherText) return "none";
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const text = weatherText.toLowerCase();
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for (const language of Object.values(WEATHER_PATTERNS_BY_LANGUAGE)) {
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for (const { id, patterns } of language) {
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if (patterns.some(p => text.includes(p))) {
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return id;
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}
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}
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}
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return "none";
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}
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/**
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* Extract weather from Info Box data
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*/
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function getCurrentWeather() {
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const infoBoxData = lastGeneratedData.infoBox || committedTrackerData.infoBox || '';
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// Try to parse as JSON first (new format)
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try {
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const parsed = typeof infoBoxData === 'string' ? JSON.parse(infoBoxData) : infoBoxData;
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if (parsed && parsed.weather) {
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// Return the forecast text from the weather object
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return parsed.weather.forecast || parsed.weather.emoji || null;
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}
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} catch (e) {
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// Not JSON, try old text format
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}
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// Fallback: Parse the old text format to find Weather field
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const lines = infoBoxData.split('\n');
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for (const line of lines) {
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const trimmed = line.trim();
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if (trimmed.startsWith('Weather:')) {
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return trimmed.substring('Weather:'.length).trim();
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}
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}
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return null;
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}
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/**
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* Create snowflakes effect
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*/
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function createSnowflakes() {
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const container = document.createElement('div');
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container.className = 'rpg-weather-particles';
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// Create 50 snowflakes
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for (let i = 0; i < 50; i++) {
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const snowflake = document.createElement('div');
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snowflake.className = 'rpg-weather-particle rpg-snowflake';
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snowflake.textContent = '❄';
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snowflake.style.left = `${Math.random() * 100}%`;
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snowflake.style.animationDelay = `${Math.random() * 10}s`;
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snowflake.style.animationDuration = `${10 + Math.random() * 10}s`;
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container.appendChild(snowflake);
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}
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return container;
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}
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/**
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* Create rain effect
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*/
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function createRain() {
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const container = document.createElement('div');
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container.className = 'rpg-weather-particles';
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// Create 100 raindrops for heavier effect
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for (let i = 0; i < 100; i++) {
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const raindrop = document.createElement('div');
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raindrop.className = 'rpg-weather-particle rpg-raindrop';
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raindrop.style.left = `${Math.random() * 100}%`;
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raindrop.style.animationDelay = `${Math.random() * 2}s`;
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raindrop.style.animationDuration = `${0.5 + Math.random() * 0.5}s`;
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container.appendChild(raindrop);
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}
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return container;
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}
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/**
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* Create mist/fog effect
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*/
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function createMist() {
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const container = document.createElement('div');
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container.className = 'rpg-weather-particles';
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// Create 5 mist layers
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for (let i = 0; i < 5; i++) {
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const mist = document.createElement('div');
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mist.className = 'rpg-weather-particle rpg-mist';
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mist.style.animationDelay = `${i * 2}s`;
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mist.style.animationDuration = `${15 + i * 2}s`;
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mist.style.opacity = `${0.1 + Math.random() * 0.2}`;
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container.appendChild(mist);
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}
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return container;
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}
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/**
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* Calculate sun position based on hour (arc across sky)
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* Returns { left: vw%, top: dvh% }
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*/
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function calculateSunPosition(hour) {
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// Daytime is roughly 5 AM to 8 PM (5-20)
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// Map hour to position along an arc
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// 5 AM = far left, low | 12 PM = center, high | 8 PM = far right, low
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if (hour === null) hour = 12; // Default to noon if unknown
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// Clamp to daytime hours
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const clampedHour = Math.max(5, Math.min(20, hour));
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// Normalize to 0-1 range (5 AM = 0, 20 PM = 1)
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const progress = (clampedHour - 5) / 15;
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// Horizontal position: 3% to 92% (left to right, wider range)
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const left = 3 + progress * 89;
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// Vertical position: parabolic arc (high at noon, low at dawn/dusk)
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// At progress 0.5 (noon), top should be ~8% (high)
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// At progress 0 or 1, top should be ~40% (low, near horizon)
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const normalizedProgress = (progress - 0.5) * 2; // -1 to 1
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const top = 8 + 32 * (normalizedProgress * normalizedProgress);
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return { left, top };
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}
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/**
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* Create clear/sunny weather effect with floating particles and warm glow
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*/
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function createSunshine(hour) {
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const container = document.createElement('div');
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container.className = 'rpg-weather-particles rpg-clear-weather';
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// Create the sun based on current hour
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const sunPos = calculateSunPosition(hour);
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const sun = document.createElement('div');
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sun.className = 'rpg-weather-particle rpg-clear-sun';
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sun.style.left = `${sunPos.left}vw`;
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sun.style.top = `${sunPos.top}dvh`;
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container.appendChild(sun);
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// Create sun glow
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const sunGlow = document.createElement('div');
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sunGlow.className = 'rpg-weather-particle rpg-clear-sun-glow';
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sunGlow.style.left = `${sunPos.left}vw`;
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sunGlow.style.top = `${sunPos.top}dvh`;
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container.appendChild(sunGlow);
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// Create warm ambient glow overlay
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const ambientGlow = document.createElement('div');
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ambientGlow.className = 'rpg-weather-particle rpg-clear-ambient-glow';
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container.appendChild(ambientGlow);
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// Create floating dust motes / pollen particles (golden sparkles)
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for (let i = 0; i < 25; i++) {
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const particle = document.createElement('div');
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particle.className = 'rpg-weather-particle rpg-clear-dust-mote';
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particle.style.left = `${Math.random() * 100}vw`;
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particle.style.top = `${Math.random() * 100}dvh`;
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particle.style.animationDelay = `${Math.random() * 15}s`;
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particle.style.animationDuration = `${12 + Math.random() * 8}s`;
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// Vary the size slightly
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const size = 2 + Math.random() * 4;
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particle.style.width = `${size}px`;
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particle.style.height = `${size}px`;
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container.appendChild(particle);
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}
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// Create soft light orbs that drift gently
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for (let i = 0; i < 6; i++) {
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const orb = document.createElement('div');
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orb.className = 'rpg-weather-particle rpg-clear-light-orb';
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orb.style.left = `${10 + Math.random() * 80}vw`;
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orb.style.top = `${10 + Math.random() * 80}dvh`;
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orb.style.animationDelay = `${i * 2}s`;
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orb.style.animationDuration = `${20 + Math.random() * 10}s`;
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// Vary the size
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const size = 80 + Math.random() * 120;
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orb.style.width = `${size}px`;
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orb.style.height = `${size}px`;
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container.appendChild(orb);
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}
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// Create lens flare effect in corner
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const lensFlare = document.createElement('div');
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lensFlare.className = 'rpg-weather-particle rpg-clear-lens-flare';
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container.appendChild(lensFlare);
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return container;
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}
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/**
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* Create sunrise effect (dawn - warm orange/pink sky gradient with low sun)
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*/
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function createSunrise(hour) {
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const container = document.createElement('div');
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container.className = 'rpg-weather-particles rpg-sunrise-weather';
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// Create sunrise gradient overlay
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const sunriseOverlay = document.createElement('div');
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sunriseOverlay.className = 'rpg-weather-particle rpg-sunrise-overlay';
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container.appendChild(sunriseOverlay);
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// Calculate sun position (rising from left horizon)
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const sunPos = calculateSunPosition(hour);
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// Create the rising sun
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const sun = document.createElement('div');
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sun.className = 'rpg-weather-particle rpg-clear-sun rpg-sunrise-sun';
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sun.style.left = `${sunPos.left}vw`;
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sun.style.top = `${sunPos.top}dvh`;
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container.appendChild(sun);
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// Create sun glow (more orange during sunrise)
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const sunGlow = document.createElement('div');
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sunGlow.className = 'rpg-weather-particle rpg-clear-sun-glow rpg-sunrise-glow';
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sunGlow.style.left = `${sunPos.left}vw`;
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sunGlow.style.top = `${sunPos.top}dvh`;
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container.appendChild(sunGlow);
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// Create horizon glow
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const horizonGlow = document.createElement('div');
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horizonGlow.className = 'rpg-weather-particle rpg-sunrise-horizon-glow';
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container.appendChild(horizonGlow);
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// Add some fading stars (still visible at dawn)
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for (let i = 0; i < 15; i++) {
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const star = document.createElement('div');
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star.className = 'rpg-weather-particle rpg-night-star rpg-sunrise-fading-star';
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star.style.left = `${Math.random() * 100}vw`;
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star.style.top = `${Math.random() * 40}dvh`;
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star.style.animationDelay = `${Math.random() * 3}s`;
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const size = 1 + Math.random() * 1.5;
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star.style.width = `${size}px`;
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star.style.height = `${size}px`;
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container.appendChild(star);
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}
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// Add some golden dust motes
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for (let i = 0; i < 12; i++) {
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const particle = document.createElement('div');
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particle.className = 'rpg-weather-particle rpg-clear-dust-mote';
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particle.style.left = `${Math.random() * 100}vw`;
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particle.style.top = `${Math.random() * 100}dvh`;
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particle.style.animationDelay = `${Math.random() * 15}s`;
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particle.style.animationDuration = `${12 + Math.random() * 8}s`;
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const size = 2 + Math.random() * 3;
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particle.style.width = `${size}px`;
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particle.style.height = `${size}px`;
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container.appendChild(particle);
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}
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return container;
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}
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/**
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* Create sunset effect (dusk - warm red/purple sky gradient with low sun)
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*/
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function createSunset(hour) {
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const container = document.createElement('div');
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container.className = 'rpg-weather-particles rpg-sunset-weather';
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// Create sunset gradient overlay
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const sunsetOverlay = document.createElement('div');
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sunsetOverlay.className = 'rpg-weather-particle rpg-sunset-overlay';
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container.appendChild(sunsetOverlay);
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// Calculate sun position (setting on right horizon)
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const sunPos = calculateSunPosition(hour);
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// Create the setting sun
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const sun = document.createElement('div');
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sun.className = 'rpg-weather-particle rpg-clear-sun rpg-sunset-sun';
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sun.style.left = `${sunPos.left}vw`;
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sun.style.top = `${sunPos.top}dvh`;
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container.appendChild(sun);
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// Create sun glow (more red during sunset)
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const sunGlow = document.createElement('div');
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sunGlow.className = 'rpg-weather-particle rpg-clear-sun-glow rpg-sunset-glow';
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sunGlow.style.left = `${sunPos.left}vw`;
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sunGlow.style.top = `${sunPos.top}dvh`;
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container.appendChild(sunGlow);
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// Create horizon glow
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const horizonGlow = document.createElement('div');
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horizonGlow.className = 'rpg-weather-particle rpg-sunset-horizon-glow';
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container.appendChild(horizonGlow);
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// Add some early stars (appearing at dusk)
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for (let i = 0; i < 20; i++) {
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const star = document.createElement('div');
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star.className = 'rpg-weather-particle rpg-night-star rpg-sunset-emerging-star';
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star.style.left = `${Math.random() * 100}vw`;
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star.style.top = `${Math.random() * 50}dvh`;
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star.style.animationDelay = `${Math.random() * 5}s`;
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const size = 1 + Math.random() * 1.5;
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star.style.width = `${size}px`;
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star.style.height = `${size}px`;
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container.appendChild(star);
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}
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// Add some golden/pink dust motes
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for (let i = 0; i < 12; i++) {
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const particle = document.createElement('div');
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particle.className = 'rpg-weather-particle rpg-clear-dust-mote rpg-sunset-dust';
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particle.style.left = `${Math.random() * 100}vw`;
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particle.style.top = `${Math.random() * 100}dvh`;
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particle.style.animationDelay = `${Math.random() * 15}s`;
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particle.style.animationDuration = `${12 + Math.random() * 8}s`;
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const size = 2 + Math.random() * 3;
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particle.style.width = `${size}px`;
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particle.style.height = `${size}px`;
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container.appendChild(particle);
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}
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return container;
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}
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/**
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* Create clear nighttime weather effect with moon, stars, and fireflies
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*/
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function createNighttime(hour) {
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const container = document.createElement('div');
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container.className = 'rpg-weather-particles rpg-night-weather';
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// Create dark blue ambient overlay
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const nightOverlay = document.createElement('div');
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nightOverlay.className = 'rpg-weather-particle rpg-night-overlay';
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container.appendChild(nightOverlay);
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// Calculate moon position based on hour
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const moonPos = calculateMoonPosition(hour);
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// Create the moon
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const moon = document.createElement('div');
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moon.className = 'rpg-weather-particle rpg-night-moon';
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moon.style.left = `${moonPos.left}vw`;
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moon.style.top = `${moonPos.top}dvh`;
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container.appendChild(moon);
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// Create moon glow
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const moonGlow = document.createElement('div');
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moonGlow.className = 'rpg-weather-particle rpg-night-moon-glow';
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moonGlow.style.left = `${moonPos.left - 3}vw`;
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moonGlow.style.top = `${moonPos.top - 3}dvh`;
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container.appendChild(moonGlow);
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// Create twinkling stars
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for (let i = 0; i < 60; i++) {
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const star = document.createElement('div');
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star.className = 'rpg-weather-particle rpg-night-star';
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star.style.left = `${Math.random() * 100}vw`;
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star.style.top = `${Math.random() * 60}dvh`; // Stars mostly in upper portion
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star.style.animationDelay = `${Math.random() * 5}s`;
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star.style.animationDuration = `${2 + Math.random() * 3}s`;
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// Vary the size
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const size = 1 + Math.random() * 2;
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star.style.width = `${size}px`;
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star.style.height = `${size}px`;
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container.appendChild(star);
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}
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// Create a few brighter stars
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for (let i = 0; i < 8; i++) {
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const brightStar = document.createElement('div');
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brightStar.className = 'rpg-weather-particle rpg-night-star rpg-night-star-bright';
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brightStar.style.left = `${Math.random() * 100}vw`;
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brightStar.style.top = `${Math.random() * 50}dvh`;
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brightStar.style.animationDelay = `${Math.random() * 4}s`;
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brightStar.style.animationDuration = `${3 + Math.random() * 2}s`;
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container.appendChild(brightStar);
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}
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// Create fireflies / floating light particles
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for (let i = 0; i < 15; i++) {
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const firefly = document.createElement('div');
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firefly.className = 'rpg-weather-particle rpg-night-firefly';
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firefly.style.left = `${Math.random() * 100}vw`;
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firefly.style.top = `${40 + Math.random() * 55}dvh`; // Fireflies in lower portion
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firefly.style.animationDelay = `${Math.random() * 10}s`;
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firefly.style.animationDuration = `${8 + Math.random() * 7}s`;
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container.appendChild(firefly);
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}
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// Create subtle shooting star occasionally
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const shootingStar = document.createElement('div');
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shootingStar.className = 'rpg-weather-particle rpg-night-shooting-star';
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container.appendChild(shootingStar);
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return container;
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}
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/**
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* Create lightning flash effect
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*/
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function createLightning() {
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const container = document.createElement('div');
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container.className = 'rpg-weather-particles';
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// Create lightning flash overlay
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const flash = document.createElement('div');
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flash.className = 'rpg-weather-particle rpg-lightning';
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container.appendChild(flash);
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return container;
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}
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/**
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* Create wind effect
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*/
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function createWind() {
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const container = document.createElement('div');
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container.className = 'rpg-weather-particles';
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// Create 30 wind streaks
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for (let i = 0; i < 30; i++) {
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const streak = document.createElement('div');
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streak.className = 'rpg-weather-particle rpg-wind-streak';
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streak.style.top = `${Math.random() * 100}%`;
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streak.style.animationDelay = `${Math.random() * 5}s`;
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streak.style.animationDuration = `${1.5 + Math.random() * 1}s`;
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container.appendChild(streak);
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}
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return container;
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}
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/**
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* Calculate moon position based on hour (arc across sky at night)
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* Returns { left: vw%, top: dvh% }
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*/
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function calculateMoonPosition(hour) {
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// Nighttime is roughly 8 PM to 5 AM (20-5)
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// Map hour to position along an arc
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// 8 PM = far left, low | midnight = center-left, high | 5 AM = far right, low
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if (hour === null) hour = 0; // Default to midnight if unknown
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// Normalize night hours to 0-1 range
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// 20 (8 PM) = 0, 0 (midnight) = ~0.44, 5 (5 AM) = 1
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let progress;
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if (hour >= 20) {
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// 8 PM to midnight: 20-24 maps to 0-0.44
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progress = (hour - 20) / 9;
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} else {
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// Midnight to 5 AM: 0-5 maps to 0.44-1
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progress = (hour + 4) / 9;
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}
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// Horizontal position: 10% to 80% (left to right)
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const left = 10 + progress * 70;
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// Vertical position: parabolic arc (high at ~2 AM, low at dusk/dawn)
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// Peak should be around progress 0.67 (~2 AM)
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const peakProgress = 0.5;
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const normalizedProgress = (progress - peakProgress) * 2; // -1 to 1
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const top = 8 + 25 * (normalizedProgress * normalizedProgress);
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return { left, top };
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}
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/**
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* Update sun/moon position without recreating the whole effect
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*/
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function updateCelestialPosition(hour) {
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if (!weatherContainer) return false;
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// Update sun position if it exists
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const sun = weatherContainer.querySelector('.rpg-clear-sun');
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const sunGlow = weatherContainer.querySelector('.rpg-clear-sun-glow');
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if (sun && sunGlow) {
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const sunPos = calculateSunPosition(hour);
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sun.style.left = `${sunPos.left}vw`;
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sun.style.top = `${sunPos.top}dvh`;
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sunGlow.style.left = `${sunPos.left}vw`;
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sunGlow.style.top = `${sunPos.top}dvh`;
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return true;
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}
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// Update moon position if it exists
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const moon = weatherContainer.querySelector('.rpg-night-moon');
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const moonGlow = weatherContainer.querySelector('.rpg-night-moon-glow');
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if (moon && moonGlow) {
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const moonPos = calculateMoonPosition(hour);
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moon.style.left = `${moonPos.left}vw`;
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moon.style.top = `${moonPos.top}dvh`;
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moonGlow.style.left = `${moonPos.left - 3}vw`;
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moonGlow.style.top = `${moonPos.top - 3}dvh`;
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return true;
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}
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return false;
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}
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/**
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* Remove current weather effect
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*/
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function removeWeatherEffect() {
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if (weatherContainer) {
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weatherContainer.remove();
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weatherContainer = null;
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currentWeatherType = null;
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currentTimeOfDay = null;
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currentHour = null;
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}
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}
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/**
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* Update weather effect based on current weather and time
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*/
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export function updateWeatherEffect() {
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// Check if dynamic weather is enabled
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if (!extensionSettings.enableDynamicWeather) {
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removeWeatherEffect();
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return;
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}
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const weather = getCurrentWeather();
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const weatherType = parseWeatherType(weather);
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// Get current time of day
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const timeStr = getCurrentTime();
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const hour = parseHourFromTime(timeStr);
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const timeOfDay = getTimeOfDay(hour);
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// If only the hour changed (same weather and time of day), just update celestial position
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if (weatherType === currentWeatherType && timeOfDay === currentTimeOfDay && hour !== currentHour) {
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if (updateCelestialPosition(hour)) {
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currentHour = hour;
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return; // Successfully updated position without recreating
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}
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}
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// Don't recreate if nothing has changed
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if (weatherType === currentWeatherType && timeOfDay === currentTimeOfDay && hour === currentHour) {
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return;
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}
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// Remove existing effect
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removeWeatherEffect();
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// Create new effect based on weather type
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if (weatherType === 'none') {
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return; // No effect
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}
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currentWeatherType = weatherType;
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currentTimeOfDay = timeOfDay;
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currentHour = hour;
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switch (weatherType) {
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case 'snow':
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weatherContainer = createSnowflakes();
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break;
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case 'rain':
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weatherContainer = createRain();
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break;
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case 'mist':
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weatherContainer = createMist();
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break;
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case 'sunny':
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// Use appropriate effect based on time of day
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if (timeOfDay === 'night') {
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weatherContainer = createNighttime(hour);
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} else if (timeOfDay === 'dawn') {
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weatherContainer = createSunrise(hour);
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} else if (timeOfDay === 'dusk') {
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weatherContainer = createSunset(hour);
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} else {
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weatherContainer = createSunshine(hour);
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}
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break;
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case 'wind':
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weatherContainer = createWind();
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break;
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case 'storm': {
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// Storm = Rain + Lightning (combined effects)
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const rainContainer = createRain();
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const lightningContainer = createLightning();
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// Merge both containers
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weatherContainer = document.createElement('div');
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weatherContainer.className = 'rpg-weather-particles';
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weatherContainer.appendChild(rainContainer);
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weatherContainer.appendChild(lightningContainer);
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break;
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}
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case 'blizzard': {
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// Blizzard = Snow + Wind (combined effects)
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const snowContainer = createSnowflakes();
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const windContainer = createWind();
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// Merge both containers
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weatherContainer = document.createElement('div');
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weatherContainer.className = 'rpg-weather-particles';
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weatherContainer.appendChild(snowContainer);
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weatherContainer.appendChild(windContainer);
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break;
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}
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}
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if (weatherContainer) {
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// Apply z-index based on background/foreground settings
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if (extensionSettings.weatherForeground) {
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weatherContainer.style.zIndex = '9998'; // In front of chat
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weatherContainer.classList.add('rpg-weather-foreground');
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} else if (extensionSettings.weatherBackground) {
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weatherContainer.style.zIndex = '1'; // Behind chat (default)
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weatherContainer.classList.remove('rpg-weather-foreground');
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} else {
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// Both disabled - don't show weather
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return;
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}
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document.body.appendChild(weatherContainer);
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}
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}
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/**
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* Initialize weather effects
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*/
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export function initWeatherEffects() {
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updateWeatherEffect();
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}
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/**
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* Toggle dynamic weather effects
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*/
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export function toggleDynamicWeather(enabled) {
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if (enabled) {
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updateWeatherEffect();
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} else {
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removeWeatherEffect();
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}
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}
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/**
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* Clean up weather effects
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*/
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export function cleanupWeatherEffects() {
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removeWeatherEffect();
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}
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