/* Author: TeeTime Does: Manages the body temperatur of a Player Possible Problems: => Balancing Missing: Save Functions Should Effects Sum Up? Math Functions for Water Player Update GUI Colours need to be checked Shivering Function need improments */ private ["_difference","_isinvehicle","_isinbuilding","_daytime","_height_mod","_temp","_looptime","_vehicle_factor","_moving_factor","_fire_factor","_building_factor","_sun_factor","_water_factor","_rain_factor","_night_factor","_wind_factor","_raining","_sunrise","_fireplaces","_building"]; _looptime = _this; //Factors are equal to win/loss of factor*basic value //All Values can be seen as x of 100: 100 / x = minutes from min temperetaure to max temperature (without other effects) //Positive effects _vehicle_factor = DZE_TempVars select 0; _fire_factor = DZE_TempVars select 1; _building_factor = DZE_TempVars select 2; _moving_factor = DZE_TempVars select 3; _sun_factor = DZE_TempVars select 4; _heatpack_factor = DZE_TempVars select 5; //Negative effects _water_factor = DZE_TempVars select 6; _stand_factor = DZE_TempVars select 7; _rain_factor = DZE_TempVars select 8; _wind_factor = DZE_TempVars select 9; _night_factor = DZE_TempVars select 10; _difference = 0; //_hasfireffect = false; _isinbuilding = false; _isinvehicle = false; _raining = (rain > 0); _sunrise = call world_sunRise; //POSITIV EFFECTS //vehicle if((vehicle player) != player) then { _difference = _difference + _vehicle_factor; _isinvehicle = true; } else { //speed factor private["_vel","_speed"]; _vel = velocity player; _speed = round((_vel distance [0,0,0]) * 3.6); _difference = (_moving_factor * (_speed / 20)) min 7; }; //diag_log format["Moving - %1",_difference]; //fire _pPos = [player] call FNC_GetPos; _fireplaces = nearestObjects [_pPos, ["flamable_DZ","Land_Fire","Land_Campfire"], 8]; if(({inflamed _x} count _fireplaces) > 0 && !_isinvehicle ) then { //Math: factor * 1 / (0.5*(distance max 1)^2) 0.5 = 12.5% of the factor effect in a distance o 4 meters _difference = _difference + (_fire_factor /(0.5*((player distance (_fireplaces select 0)) max 1)^2)); //_hasfireffect = true; //diag_log format["fire - %1",_difference]; }; //building _building = nearestObject [player, "HouseBase"]; if(!isNull _building) then { if([player,_building] call fnc_isInsideBuilding) then { //Make sure thate Fire and Building Effect can only appear single Not used at the moment //if(!_hasfireffect && _fire_factor > _building_factor) then { _difference = _difference + _building_factor; //}; _isinbuilding = true; dayz_inside = true; } else { dayz_inside = false; }; } else { dayz_inside = false; }; //sun if(daytime > _sunrise && daytime < (24 - _sunrise) && !_raining && overcast <= 0.6 && !_isinbuilding) then { /*Mathematic Basic t = temperature effect a = calcfactor f = sunfactor s = sunrise d = daytime I: a = f / (12 - s) II: t = -a * (d - 12) + f I + II => t = -(f / (12 - s)) * (d - 12) + f Parabel with highest Point( greatest Effect == _sun_factor) always at 12.00 Zero Points are always at sunrise and sunset -> Only Positiv Values Possible */ _difference = _difference + (-((_sun_factor / (12 - _sunrise)^2)) * ((daytime - 12)^2) + _sun_factor); //diag_log format["sun - %1",_difference]; }; //heatpack if(r_player_warming_heatpack select 0) then { _difference = _difference + _heatpack_factor; if ((diag_tickTime - (r_player_warming_heatpack select 1)) >= r_player_warming_heatpack_time) then { r_player_warming_heatpack = [false,0]; }; }; //NEGATIVE EFFECTS //water if((surfaceIsWater getPosATL player || dayz_isSwimming) && !_isinvehicle) then { _difference = _difference - _water_factor; //diag_log format["water - %1",_difference]; }; //rain if(_raining && !_isinvehicle && !_isinbuilding) then { _difference = _difference - (rain * _rain_factor); //diag_log format["night - %1",_difference]; }; //night if((daytime < _sunrise || daytime > (24 - _sunrise)) && !_isinvehicle) then { _daytime = if(daytime < 12) then {daytime + 24} else {daytime}; if(_isinbuilding) then { _difference = _difference - ((((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor)) / 2; } else { _difference = _difference - (((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor); }; //diag_log format["night - %1",_difference]; }; //wind if(((wind select 0) > 4 || (wind select 1) > 4) && !_isinvehicle && !_isinbuilding ) then { _difference = _difference - _wind_factor; //diag_log format["Wind - %1",_difference]; }; //height if (!_isinvehicle && overcast >= 0.6) then { _height_mod = ((getPosASL player select 2) / 100) / 2; _difference = _difference - _height_mod; //diag_log format["height - %1",_difference]; }; //Standing cooldown. if ((speed player == 0) && !_isinvehicle && !_isinvehicle && !_isinbuilding) then { _difference = _difference - _stand_factor; //diag_log format["Standing - %1",_difference]; }; //Calculate Change Value Basic Factor Looptime Correction Adjust Value to current used temperatur scala _difference = _difference * SleepTemperatur / (60 / _looptime) * ((dayz_temperaturmax - dayz_temperaturmin) / 100); if (dayz_temperature_override) then { _difference = 0; if (dayz_temperatur < 37) then { dayz_temperatur = 37; } }; //Change Temperatur Should be moved in a own Function to allow adding of Items which increase the Temp like "hot tea" r_player_temp_factor = _difference; dayz_temperatur = (((dayz_temperatur + _difference) max dayz_temperaturmin) min dayz_temperaturmax);