Files
DayZ-Epoch/SQF/dayz_code/compile/fn_temperatur.sqf
A Man 8071602dd7 Add the shelter state to the player
Bases count as a secure area now. This means it will not rain through a base any longer. Also the temperature will not drop when you are inside of your base. This also affects snow, blizzards and evr storms.

Made by @Victor-the-Cleaner
2022-05-18 18:25:25 +02:00

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/*
Author: TeeTime
Does: Manages the body temperature 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 improvements
*/
///////////////////////////////////////////////////////////////////////////////////////////////////
local _looptime = _this;
local _pos = [player] call FNC_getPos;
// Factors are equal to win/loss of factor*basic value
// All Values can be seen as x of 100: 100 / x = minutes from min temperature to max temperature (without other effects)
// Positive effects
local _vehicle_factor = DZE_TempVars select 0;
local _fire_factor = DZE_TempVars select 1;
local _building_factor = DZE_TempVars select 2;
local _moving_factor = DZE_TempVars select 3;
local _sun_factor = DZE_TempVars select 4;
local _heatpack_factor = DZE_TempVars select 5;
local _warm_clothes = DZE_TempVars select 6;
// Negative effects
local _water_factor = DZE_TempVars select 7;
local _stand_factor = DZE_TempVars select 8;
local _rain_factor = DZE_TempVars select 9;
local _wind_factor = DZE_TempVars select 10;
local _night_factor = DZE_TempVars select 11;
local _snow_factor = DZE_TempVars select 12;
// Shivering
local _shivering = DZE_TempVars select 13; // Set this to 26 to disable shivering
local _difference = 0;
local _isInVehicle = false;
local _raining = (rain > 0);
local _sunrise = call world_sunRise;
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// POSITIVE EFFECTS
//
///////////////////////////////////////////////////////////////////////////////////////////////////
// Vehicle
if ((vehicle player) != player) then {
_difference = _difference + _vehicle_factor;
_isInVehicle = true;
} else {
//speed factor
local _vel = velocity player;
local _speed = round ((_vel distance [0,0,0]) * 3.6);
_difference = (_moving_factor * (_speed / 20)) min 7;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// Fire
if (!_isInVehicle) then {
local _fireplaces = nearestObjects [_pos, ["flamable_DZ","Land_Fire","Land_Campfire"], 8];
if (({inflamed _x} count _fireplaces) > 0) 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));
};
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// Building
local _inside = (dayz_inside || (DZE_roofOverhead && {DZE_sheltered > 0.96}));
if (_inside) then {_difference = _difference + _building_factor;};
///////////////////////////////////////////////////////////////////////////////////////////////////
// Sun
if (daytime > _sunrise && {daytime < (24 - _sunrise)} && {!_raining} && {overcast <= 0.6} && !_inside) then {
/*
Mathematics 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
Parabola with highest Point( greatest Effect == _sun_factor) always at 12.00
Zero Points are always at sunrise and sunset -> Only Positive Values Possible
*/
_difference = _difference + (-((_sun_factor / (12 - _sunrise)^2)) * ((daytime - 12)^2) + _sun_factor);
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// 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];
};
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// Warm Clothes
if ((typeOf player) in DZE_WarmClothes) then {
if (DZE_Weather in [3,4]) then {_warm_clothes = _warm_clothes + 14;};
_difference = _difference + _warm_clothes;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// NEGATIVE EFFECTS
//
///////////////////////////////////////////////////////////////////////////////////////////////////
if (!_isInVehicle) then {
// Water
if ((surfaceIsWater _pos) || dayz_isSwimming) then {
_difference = _difference - _water_factor;
};
///////////////////////////////////////////////////////////////////////////////////////////
// Night
if (daytime < _sunrise || daytime > (24 - _sunrise)) then {
local _daytime = if (daytime < 12) then {daytime + 24} else {daytime};
if (_inside) 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);
};
};
///////////////////////////////////////////////////////////////////////////////////////////
// Altitude
if (overcast >= 0.6) then {
local _height_mod = ((getPosASL player select 2) / 100) / 2;
_difference = _difference - _height_mod;
};
///////////////////////////////////////////////////////////////////////////////////////////
if (!_inside) then {
// Rain
if (_raining) then {
_difference = _difference - (rain * _rain_factor);
};
// Wind
if ((wind select 0) > 4 || (wind select 1) > 4) then {
_difference = _difference - _wind_factor;
};
// Standing cooldown
if (speed player == 0) then {
_difference = _difference - _stand_factor;
};
// Snow Fall
if (snow > 0) then {
_difference = _difference - _snow_factor;
};
};
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// Calculate Change Value Basic Factor Looptime Correction Adjust Value to current used temperature scale
// First value = Minutes until player reaches the coldest point at night (without other effects! night factor expected to be -1) //TeeChange
_sleepTemperature = 90 / 100;
_difference = _difference * _sleepTemperature / (60 / _looptime) * ((dayz_temperaturmax - dayz_temperaturmin) / 100);
if (dayz_temperature_override) then {
_difference = 0;
dayz_temperatur = 37 max dayz_temperatur;
};
// Change Temperature Should be moved to its 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;
// Add Shivering
// Percent when the Shivering will start
if (dayz_temperatur <= _shivering) then { // if the current players temperature is under 34, to disabled set _shivering to 26.
// CamShake as linear Function Maximum reached when Temp is at temp minimum. First Entry = Max Value
local _temp = 0.6 * (dayz_temperaturmin / dayz_temperatur);
addCamShake [_temp, (_looptime + 1), 30]; // [0.5,looptime,6] -> Maximum is 25% of the Pain Effect
} else {
addCamShake [0,0,0]; // Not needed at the Moment, but will be necessary for possible Items
};