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DayZ-Epoch/SQF/dayz_code/compile/fn_temperatur.sqf
2017-01-29 19:36:48 -05:00

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/*
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);