mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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167 lines
5.1 KiB
Plaintext
167 lines
5.1 KiB
Plaintext
/*
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Author: TeeTime
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Does: Manages the body temperatur of a Player
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Possible Problems:
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=> Balancing
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Missing:
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Save Functions
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Should Effects Sum Up?
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Math Functions for Water
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Player Update GUI Colours need to be checked
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Shivering Function need improments
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*/
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private ["_looptime","_sun_factor","_building_factor","_vehicle_factor","_fire_factor","_water_factor","_rain_factor","_night_factor","_wind_factor","_height_mod","_difference","_hasfireffect","_isinbuilding","_isinvehicle","_raining","_sunrise","_building"];
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_looptime = _this;
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//Factors are equal to win/loss of factor*basic value
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//All Values can be seen as x of 100: 100 / x = minutes from min temperetaure to max temperature (without other effects)
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_vehicle_factor = 4;
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_moving_factor = 7;
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_fire_factor = 15; //Should be always: _rain_factor + _night_factor + _wind_factor OR higher !
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_building_factor = 7;
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_sun_factor = 4; //max sunfactor linear over the day. highest value in the middle of the day
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_water_factor = -8;
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_rain_factor = -3;
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_night_factor = -1.5;
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_wind_factor = -1;
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_difference = 0;
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_hasfireffect = false;
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_isinbuilding = false;
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_isinvehicle = false;
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_raining = if(rain > 0) then {true} else {false};
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_sunrise = call world_sunRise;
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//POSITIV EFFECTS
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//vehicle
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if((vehicle player) != player) then {
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_difference = _difference + _vehicle_factor;
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_isinvehicle = true;
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} else {
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//speed factor
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private["_vel","_speed"];
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_vel = velocity player;
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_speed = round((_vel distance [0,0,0]) * 3.5);
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_difference = (_moving_factor * (_speed / 20)) min 7;
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};
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//fire
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private ["_fireplaces"];
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_fireplaces = nearestObjects [player, ["Land_Fire","Land_Campfire"], 8];
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if(({inflamed _x} count _fireplaces) > 0 && !_isinvehicle ) then {
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//Math: factor * 1 / (0.5*(distance max 1)^2) 0.5 = 12.5% of the factor effect in a distance o 4 meters
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_difference = _difference + (_fire_factor /(0.5*((player distance (_fireplaces select 0)) max 1)^2));
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_hasfireffect = true;
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};
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//building
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_building = nearestObject [player, "HouseBase"];
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if(!isNull _building) then {
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if([player,_building] call fnc_isInsideBuilding) then {
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//Make sure thate Fire and Building Effect can only appear single Not used at the moment
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//if(!_hasfireffect && _fire_factor > _building_factor) then {
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_difference = _difference + _building_factor;
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//};
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_isinbuilding = true;
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dayz_inside = true;
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} else {
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dayz_inside = false;
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};
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} else {
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dayz_inside = false;
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};
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//sun
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if(daytime > _sunrise && daytime < (24 - _sunrise) && !_raining && overcast <= 0.6 && !_isinbuilding) then {
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/*Mathematic Basic
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t = temperature effect
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a = calcfactor
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f = sunfactor
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s = sunrise
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d = daytime
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I: a = f / (12 - s)<29>
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II: t = -a * (d - 12)<29> + f
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I + II =>
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t = -(f / (12 - s)<29>) * (d - 12)<29> + f
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Parabel with highest Point( greatest Effect == _sun_factor) always at 12.00
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Zero Points are always at sunrise and sunset -> Only Positiv Values Possible
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*/
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_difference = _difference + (-((_sun_factor / (12 - _sunrise)^2)) * ((daytime - 12)^2) + _sun_factor);
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};
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//NEGATIVE EFFECTS
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//water
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if(surfaceIsWater getPosATL player || dayz_isSwimming) then {
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_difference = _difference + _water_factor;
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};
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//rain
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if(_raining && !_isinvehicle && !_isinbuilding) then {
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_difference = _difference + (rain * _rain_factor);
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};
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//night
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private ["_daytime"];
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if((daytime < _sunrise || daytime > (24 - _sunrise)) && !_isinvehicle) then {
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_daytime = if(daytime < 12) then {daytime + 24} else {daytime};
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if(_isinbuilding) then {
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_difference = _difference + ((((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor)) / 2;
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} else {
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_difference = _difference + (((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor);
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};
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};
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//wind
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if(((wind select 0) > 4 || (wind select 1) > 4) && !_isinvehicle && !_isinbuilding ) then {
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_difference = _difference + _wind_factor;
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};
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//height
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if (!_isinvehicle && overcast >= 0.6) then {
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_height_mod = ((getPosASL player select 2) / 100) / 2;
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_difference = _difference - _height_mod;
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};
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//Calculate Change Value Basic Factor Looptime Correction Adjust Value to current used temperatur scala
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_difference = _difference * SleepTemperatur / (60 / _looptime) * ((dayz_temperaturmax - dayz_temperaturmin) / 100);
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//Change Temperatur Should be moved in a own Function to allow adding of Items which increase the Temp like "hot tea"
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dayz_temperatur = (((dayz_temperatur + _difference) max dayz_temperaturmin) min dayz_temperaturmax);
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//Add Shivering
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// Percent when the Shivering will start
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if(dayz_temperatur <= (0.125 * (dayz_temperaturmax - dayz_temperaturmin) + dayz_temperaturmin)) then {
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//CamShake as linear Function Maximum reached when Temp is at temp minimum. First Entry = Max Value
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_temp = 0.6 * (dayz_temperaturmin / dayz_temperatur );
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addCamShake [_temp,(_looptime + 1),30]; //[0.5,looptime,6] -> Maximum is 25% of the Pain Effect
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} else {
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addCamShake [0,0,0]; //Not needed at the Moment, but will be necesarry for possible Items
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};
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