Update local_lights_init.sqf

This commit is contained in:
Andrew Gregory
2013-09-08 00:46:39 +01:00
parent 01ce74a338
commit 9727f6565f

View File

@@ -1,76 +1,96 @@
/*
DayZ Epoch Lighting System
DayZ Epoch Lighting System - Light Control
Made for DayZ Epoch please ask permission to use/edit/distrubute email axeman@thefreezer.co.uk.
To Do - Tidy up decision logic | light poles ? | player movement detection currently removed, need to deal with newly started generators | Tidy up tower light code
*/
private ["_nrGen","_i","_doHouse","_doStreet","_doTower","_doAll","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_tmpPlyrPos","_ndGen","_rngGen","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_trigDist"];
private ["_nrGen","_rndLights","_genClass","_i","_doHouse","_doStreet","_doTower","_doLight","_fnHr","_stHr","_plyr","_hndlSLights","_hndlHLights","_hndlTLights","_hndlDelLights","_hndlFailLights","_tmpPlyrPos","_ndGen","_trgRng","_rngPlyr","_arrStreetLights","_rtnLights","_wait","_waitcmd","_trigDist","_lightTrig","_lmpCol","_failPcnt"];
_stHr = 17;//Hour (in 24 hours) to start lights
_fnHr = 6;//Hour (in 24 hours) to stop lights
_stHr = _this select 0;//Hour (in 24 hours) to start lights
_fnHr = _this select 1;//Hour (in 24 hours) to stop lights
waitUntil {(daytime<_fnHr||daytime>_stHr)};
_doHouse=true;//House Lights ?
_doStreet=true;//Street Lights ?
_doTower=true;// Tower Lights ?
_ndGen = true;//Require a Generator ?
_rngGen = 120;//Generator power range.
_rngPlyr = 600;//Distance from player to search for generators.
_trigDist = 10;//Distance that player needs to move to trigger the routine.
//END OF EDIT VARS
_doHouse = _this select 2;//House Lights ?
_doStreet = _this select 3;//Street Lights ?
_doTower = _this select 4;// Tower Lights ?
_ndGen = _this select 5;//Require a Generator ?
_rndLights = _this select 6;//Add a chance for lights to come on as a precentage. 100 = always on.. Use this to reduce frequency of lights, designed for no generator but will work with either option
_trgRng = _this select 7;//Range from trigger (generator or player) to light up objects.
_rngPlyr = _this select 8;//Distance from player to search for generators.
_trigDist = _this select 9;//Distance that player needs to move to trigger the routine.
_lmpCol = _this select 10;//Change Street Lamp Colour
_genClass = _this select 11;//Generator class. NB. Is Epcoh specific as variable
_tmpPlyrPos = [0,0,0];
_wait = [];
_doAll = true;
_doLight = true;
_nrGen = [];
_failPcnt = 42;//Percentage to fail house lights
_lightTrig = [];//Central point around which to run the lights - _trigDist is calculated from the position of this entity (player or generator)
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_lightFunctions.sqf";
axeTowerLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_tower.sqf";
axeHouseLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_house.sqf";
axeStreetLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_street.sqf";
axeDeleteLights = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lights_off.sqf";
waitUntil {getPos Player select 0 > 0};
while {alive player}
do
{
if(daytime<_fnHr||daytime>_stHr)then{
_plyr = vehicle player;
_tmpPlyrPos = getPos _plyr;
_nrGen = nearestObjects [player, ["Generator_DZ"], _rngPlyr];
_plyr = vehicle player;
if(_ndGen)then{
_nrGen = nearestObjects [_plyr, [_genClass], _rngPlyr];
_lightTrig = _nrGen;
}else{
_lightTrig = [_plyr];
_nrGen = [];
};
//Logic to decide if lights to be done or not
if(_ndGen && (count _nrGen)<1)then{_doLight = false;}else{_doLight=true;};//Nearby Generator ?
if(!_ndGen)then{_doLight = true;};//Generator not required !
{
if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{_doLight = false;};//Final check - Not run if nearest gen isn't running
//if(_ndGen && (count _nrGen)<1)then{_doAll = false;}else{_doAll=true;};
if(_x getVariable["GeneratorRunning",false])then{
if(_doLight)then{
_rtnLights = [_rngGen,_x] call axe_returnStreetLights;
_rtnLights = [_trgRng,_x] call axe_returnStreetLights;
_arrStreetLights = _rtnLights select 0;
_waitcmd="";
_wait=[];
if(_doTower)then{
_hndlTLights = [_rngGen,_x] spawn axeTowerLights;
_hndlTLights = [_trgRng,_x,_rndLights] spawn axeTowerLights;
[_wait , "scriptDone _hndlTLights"] call BIS_fnc_arrayPush;
};
if(_doHouse)then{
_hndlHLights = [_rngGen,_x] spawn axeHouseLights;
_hndlHLights = [_trgRng,_x,_rndLights,_lmpCol] spawn axeHouseLights;
[_wait , "scriptDone _hndlHLights"] call BIS_fnc_arrayPush;
};
if(_doStreet)then{
_hndlSLights = [_arrStreetLights,_x] spawn axeStreetLights;
_hndlSLights = [_arrStreetLights,_x,_lmpCol,_rndLights] spawn axeStreetLights;
[_wait , "scriptDone _hndlSLights"] call BIS_fnc_arrayPush;
};
for [{_i=0}, {_i<3}, {_i=_i+1}]do{_waitcmd=_waitcmd+format["%1",_wait select _i];if(_i<2)then{_waitcmd=_waitcmd+"&&";};};
call compile format ["waitUntil {%1}",_waitcmd];
}else{
};
if(_ndGen && !(_x getVariable["GeneratorRunning",false]))then{
//hint "Lights Off";
_hndlDelLights = [_rngGen,_x] spawn axeDeleteLights;
_hndlDelLights = [_trgRng,_x,false] spawn axeDeleteLights;
waitUntil {scriptDone _hndlDelLights};
};
}forEach _nrGen;
if( abs ([_tmpPlyrPos, getPos _plyr] call BIS_fnc_distance2D)<_trigDist)then{_doAll=false;};
};
//Random Light Failure
if(_failPcnt>(random 100))then{
_hndlFailLights = [_trgRng,_x,true] spawn axeDeleteLights;
waitUntil {scriptDone _hndlFailLights};
};
}forEach _lightTrig;
};
};