class Environment { const float RAIN_LIMIT_LOW = 0.05; const float WATER_LEVEL_HIGH = 1.5; const float WATER_LEVEL_MID = 1.2; const float WATER_LEVEL_LOW = 0.5; const float WATER_LEVEL_NONE = 0.15; protected float m_WetDryTick; //ticks passed since last clothing wetting or drying protected float m_ItemsWetnessMax; //! keeps wetness of most wet item in player's possesion protected float m_RoofCheckTimer; // keeps info about tick time //player protected PlayerBase m_Player; protected float m_PlayerHeightPos; // y position of player above water level (meters) protected float m_PlayerSpeed; // 1-3 speed of player movement protected float m_PlayerTemperature; //34-44 protected float m_PlayerHeat; //3-9 heatcomfort generated by entites movement protected float m_HeatComfort; //delta that changes entitys temperature //environment protected float m_Rain = 0; // 0-1 amount of rain protected float m_Wind = 0; // strength of wind protected float m_Fog = 0; // 0-1 how foggy it is protected float m_DayOrNight = 0; // 0-1 day(1) or night(0) protected float m_Clouds = 0; // 0-1 how cloudy it is protected float m_EnvironmentTemperature = 0; //temperature of environment player is in protected float m_Time = 0; protected string m_SurfaceType; // protected float m_WaterLevel; protected bool m_IsUnderRoof; private bool m_IsUnderRoofBuilding; protected bool m_IsInWater; protected bool m_IsTempSet; // protected float m_HeatSourceTemp; //! DEPRECATED protected float m_HeatBufferTimer; protected ref array m_SlotIdsComplete; protected ref array m_SlotIdsUpper; protected ref array m_SlotIdsBottom; protected ref array m_SlotIdsLower; protected ref array m_HeadParts; protected ref array m_BodyParts; protected ref array m_FeetParts; protected ref SimpleMovingAverage m_WindAverageBuffer; protected bool m_HasTemperatureSources; protected float m_UTSAverageTemperature; protected ref array m_UTemperatureSources; protected ref SimpleMovingAverage m_UTSAverageTemperatureBuffer; #ifdef DIAG_DEVELOPER bool m_Debug = false; bool m_DebugLogDryWet = false; #endif void Environment(PlayerBase pPlayer) { Init(pPlayer); } void Init(PlayerBase pPlayer) { m_Player = pPlayer; m_PlayerSpeed = 0.0; m_WetDryTick = 0.0; m_RoofCheckTimer = 0.0; m_WaterLevel = 0.0; m_HeatComfort = 0.0; m_IsUnderRoof = false; m_IsInWater = false; m_SurfaceType = "cp_dirt"; m_HeatBufferTimer = 0.0; m_WindAverageBuffer = new SimpleMovingAverage(30, 0.5); m_UTSAverageTemperature = 0.0; m_UTemperatureSources = new array(); m_UTSAverageTemperatureBuffer = new SimpleMovingAverage(10, 0); //! whole body slots m_SlotIdsComplete = new array; m_SlotIdsComplete = { InventorySlots.HEADGEAR, InventorySlots.MASK, InventorySlots.EYEWEAR, InventorySlots.GLOVES, InventorySlots.ARMBAND, InventorySlots.BODY, InventorySlots.HIPS, InventorySlots.VEST, InventorySlots.BACK, InventorySlots.LEGS, InventorySlots.FEET }; //! upper body part slots m_SlotIdsUpper = new array; m_SlotIdsUpper = { InventorySlots.GLOVES, InventorySlots.ARMBAND, InventorySlots.BODY, InventorySlots.HIPS, InventorySlots.VEST, InventorySlots.BACK, InventorySlots.LEGS, InventorySlots.FEET }; //! bottom body part slots m_SlotIdsBottom = new array; m_SlotIdsBottom = { InventorySlots.HIPS, InventorySlots.LEGS, InventorySlots.FEET }; //! lower body part slots m_SlotIdsLower = new array; m_SlotIdsLower = { InventorySlots.FEET, }; //! -------------------------- //! heat comfort related slots m_HeadParts = new array; m_HeadParts = { InventorySlots.HEADGEAR, InventorySlots.MASK, }; m_BodyParts = new array; m_BodyParts = { InventorySlots.GLOVES, InventorySlots.BODY, InventorySlots.BACK, InventorySlots.VEST, }; m_FeetParts = new array; m_FeetParts = { InventorySlots.LEGS, InventorySlots.FEET, }; } // Calculates heatisolation of clothing, process its wetness, collects heat from heated items and calculates player's heat comfort void Update(float pDelta) { if (m_Player) { m_RoofCheckTimer += pDelta; //! check if player is under roof (only if the Building check is false) if ( m_RoofCheckTimer >= GameConstants.ENVIRO_TICK_ROOF_RC_CHECK ) { if ( !IsInsideBuilding() ) CheckUnderRoof(); m_RoofCheckTimer = 0; } m_Time += pDelta; if ( m_Time >= GameConstants.ENVIRO_TICK_RATE ) { m_Time = 0; m_WetDryTick++; // Sets whether it is time to add wetness to items and clothing //! Updates data CheckWaterContact(m_WaterLevel); CollectAndSetPlayerData(); CollectAndSetEnvironmentData(); GatherTemperatureSources(); ProcessTemperatureSources(); //! Process temperature ProcessItemsHeat(); //! Process item wetness/dryness if ( m_WetDryTick >= GameConstants.ENVIRO_TICKS_TO_WETNESS_CALCULATION ) { if ( IsWaterContact() ) { ProcessWetnessByWaterLevel(m_WaterLevel); } else if ( IsRaining() && !IsInsideBuilding() && !IsUnderRoof() && !IsInsideVehicle() ) { ProcessWetnessByRain(); } else { ProcessItemsDryness(); } //! setting of wetness/dryiness of player if ( ( m_ItemsWetnessMax < GameConstants.STATE_WET ) && ( m_Player.GetStatWet().Get() == 1 ) ) { m_Player.GetStatWet().Set( 0 ); } else if ( ( m_ItemsWetnessMax >= GameConstants.STATE_WET ) && ( m_Player.GetStatWet().Get() == 0 ) ) { m_Player.GetStatWet().Set( 1 ); } m_WetDryTick = 0; m_ItemsWetnessMax = 0; //! reset item wetness counter; } } } } bool IsTemperatureSet() { return m_IsTempSet; } // DEPRECATED void AddToEnvironmentTemperature(float pTemperature); //! Returns heat player generated based on player's movement speed (for now) protected float GetPlayerHeat() { float heat = Math.Max(m_PlayerSpeed * GameConstants.ENVIRO_DEFAULT_ENTITY_HEAT, GameConstants.ENVIRO_DEFAULT_ENTITY_HEAT); return heat; } bool IsUnderRoof() { return m_IsUnderRoof; } protected bool IsWaterContact() { return m_IsInWater; } bool IsInsideBuilding() { return m_Player && m_Player.IsSoundInsideBuilding(); } protected bool IsInsideVehicle() { return m_Player && m_Player.IsInVehicle(); } private bool IsUnderRoofBuilding() { return m_IsUnderRoofBuilding; } protected bool IsRaining() { return m_Rain > RAIN_LIMIT_LOW; } //! Checks whether Player is sheltered protected void CheckUnderRoof() { // if inside vehicle return immediatelly if (IsInsideVehicle()) { m_IsUnderRoof = false; m_IsUnderRoofBuilding = false; return; } float hitFraction; vector hitPosition, hitNormal; vector from = m_Player.GetPosition(); vector to = from + "0 25 0"; Object hitObject; PhxInteractionLayers collisionLayerMask = PhxInteractionLayers.ITEM_LARGE|PhxInteractionLayers.BUILDING|PhxInteractionLayers.VEHICLE; m_IsUnderRoof = DayZPhysics.RayCastBullet(from, to, collisionLayerMask, null, hitObject, hitPosition, hitNormal, hitFraction); m_IsUnderRoofBuilding = hitObject && hitObject.IsInherited(House); } protected void CheckWaterContact(out float pWaterLevel) { m_IsInWater = false; if (m_Player.IsSwimming()) { m_IsInWater = true; HumanMovementState hms = new HumanMovementState(); m_Player.GetMovementState(hms); pWaterLevel = WATER_LEVEL_MID; if (hms.m_iMovement >= DayZPlayerConstants.MOVEMENTIDX_WALK) pWaterLevel = WATER_LEVEL_HIGH; return; } //! no valid surface under character if (IsUnderRoofBuilding()) { m_IsInWater = false; return; } string surfType; int liquidType; g_Game.SurfaceUnderObject(m_Player, surfType, liquidType); switch ( liquidType ) { case 0: // sea case LIQUID_WATER: case LIQUID_RIVERWATER: pWaterLevel = m_Player.GetCurrentWaterLevel(); m_IsInWater = true; break; } //! sync info about water contact to player m_Player.SetInWater(m_IsInWater); //! update active surface m_SurfaceType = surfType; } // ENVIRONMENT // Returns amount of deg C air temperature should be lowered by, based on player's height above water level float GetTemperatureHeightCorrection() { float temperature_reduction = Math.Max(0, (m_PlayerHeightPos * GameConstants.ENVIRO_TEMPERATURE_HEIGHT_REDUCTION)); return temperature_reduction; } float GetWindModifierPerSurface() { if (IsUnderRoofBuilding()) return 0.0; return g_Game.ConfigGetFloat("CfgSurfaces " + m_SurfaceType + " windModifier"); } float GetTemperature() { return m_EnvironmentTemperature; } // Calculates and return temperature of environment protected float GetEnvironmentTemperature() { float temperature; temperature = g_Game.GetMission().GetWorldData().GetBaseEnvTemperature(); temperature += Math.AbsFloat(temperature * m_Clouds * GameConstants.ENVIRO_CLOUDS_TEMP_EFFECT); if (IsWaterContact()) { temperature -= Math.AbsFloat(temperature * GameConstants.ENVIRO_WATER_TEMPERATURE_COEF); } if (IsInsideBuilding() || m_IsUnderRoofBuilding) { temperature += Math.AbsFloat(temperature * GameConstants.ENVIRO_TEMPERATURE_INSIDE_COEF); } else if (IsInsideVehicle()) { temperature += Math.AbsFloat(temperature * GameConstants.ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF); } else if (IsUnderRoof() && !m_IsUnderRoofBuilding) { temperature += Math.AbsFloat(temperature * GameConstants.ENVIRO_TEMPERATURE_UNDERROOF_COEF); temperature -= GameConstants.ENVIRO_TEMPERATURE_WIND_COEF * GetWindModifierPerSurface() * m_Wind; } else { temperature -= GameConstants.ENVIRO_TEMPERATURE_WIND_COEF * GetWindModifierPerSurface() * m_Wind; temperature -= Math.AbsFloat(temperature * m_Fog * GameConstants.ENVIRO_FOG_TEMP_EFFECT); temperature -= GetTemperatureHeightCorrection(); } // incorporate temperature from temperature sources (buffer) if (Math.AbsFloat(m_UTSAverageTemperature) > 0.001) { temperature += m_UTSAverageTemperature; } return temperature; } // Calculats wet/drying delta based on player's location and weather float GetWetDelta() { float wetDelta = 0; if ( IsWaterContact() ) { //! player is getting wet by movement/swimming in water (+differentiate wetDelta by water level) if (m_WaterLevel >= WATER_LEVEL_HIGH) { wetDelta = 1; } else if (m_WaterLevel >= WATER_LEVEL_MID && m_WaterLevel < WATER_LEVEL_HIGH) { wetDelta = 0.66; } else if (m_WaterLevel >= WATER_LEVEL_LOW && m_WaterLevel < WATER_LEVEL_MID) { wetDelta = 0.66; } else if (m_WaterLevel >= WATER_LEVEL_NONE && m_WaterLevel < WATER_LEVEL_LOW) { wetDelta = 0.33; } } else if (IsRaining() && !IsInsideBuilding() && !IsUnderRoof() && !IsInsideVehicle()) { //! player is getting wet from rain wetDelta = GameConstants.ENVIRO_WET_INCREMENT * GameConstants.ENVIRO_TICKS_TO_WETNESS_CALCULATION * (m_Rain) * (1 + (GameConstants.ENVIRO_WIND_EFFECT * m_Wind)); } else { //! player is drying float tempEffect = Math.Max(m_PlayerHeat + GetEnvironmentTemperature(), 1.0); float weatherEffect = ((1 - (m_Fog * GameConstants.ENVIRO_FOG_DRY_EFFECT))) * (1 - (m_Clouds * GameConstants.ENVIRO_CLOUD_DRY_EFFECT)); if (weatherEffect <= 0) { weatherEffect = 1.0; } wetDelta = -(GameConstants.ENVIRO_DRY_INCREMENT * weatherEffect * tempEffect); if (!IsInsideBuilding()) { wetDelta *= 1 + (GameConstants.ENVIRO_WIND_EFFECT * m_Wind); } } return wetDelta; } // EXPOSURE // Each tick updates current entity member variables protected void CollectAndSetPlayerData() { vector playerPos = m_Player.GetPosition(); m_PlayerHeightPos = playerPos[1]; HumanCommandMove hcm = m_Player.GetCommand_Move(); if (hcm) { m_PlayerSpeed = hcm.GetCurrentMovementSpeed(); } m_PlayerHeat = GetPlayerHeat(); } // Each tick updates current environment member variables protected void CollectAndSetEnvironmentData() { Weather weather = g_Game.GetWeather(); m_Rain = weather.GetRain().GetActual(); m_DayOrNight = g_Game.GetWorld().GetSunOrMoon(); m_Fog = weather.GetFog().GetActual(); m_Clouds = weather.GetOvercast().GetActual(); m_Wind = m_WindAverageBuffer.Add(weather.GetWindSpeed() / weather.GetWindMaximumSpeed()); SetEnvironmentTemperature(); } void SetEnvironmentTemperature() { m_IsTempSet = true; m_EnvironmentTemperature = GetEnvironmentTemperature(); } protected void ProcessWetnessByRain() { ProcessItemsWetness(m_SlotIdsComplete); } protected void ProcessWetnessByWaterLevel(float pWaterLevel) { // process attachments by water depth if (pWaterLevel >= WATER_LEVEL_HIGH) { //! complete ProcessItemsWetness(m_SlotIdsComplete); } else if (pWaterLevel >= WATER_LEVEL_MID && pWaterLevel < WATER_LEVEL_HIGH) { //! upper part ProcessItemsWetness(m_SlotIdsUpper); } else if (pWaterLevel >= WATER_LEVEL_LOW && pWaterLevel < WATER_LEVEL_MID) { //! bottom part ProcessItemsWetness(m_SlotIdsBottom); } else if (pWaterLevel >= WATER_LEVEL_NONE && pWaterLevel < WATER_LEVEL_LOW) { //! feet ProcessItemsWetness(m_SlotIdsLower); } } // Wets or dry items once in given time protected void ProcessItemsWetness(array pSlotIds) { EntityAI attachment; int playerAttachmentCount = m_Player.GetInventory().AttachmentCount(); LogDryWetProcess(string.Format("Environment :: ProcessItemsWetness (update interval=%1s)", GameConstants.ENVIRO_TICK_RATE)); for (int attIdx = 0; attIdx < playerAttachmentCount; ++attIdx) { attachment = m_Player.GetInventory().GetAttachmentFromIndex(attIdx); if (attachment.IsItemBase()) { int attachmentSlotsCount = attachment.GetInventory().GetSlotIdCount(); for (int attachmentSlotId = 0; attachmentSlotId < attachmentSlotsCount; ++attachmentSlotId) { int attachmentSlot = attachment.GetInventory().GetSlotId(attachmentSlotId); for (int i = 0; i < pSlotIds.Count(); ++i) { if (attachmentSlot == pSlotIds.Get(i)) { ApplyWetnessToItem(ItemBase.Cast(attachment)); break; } } } } } if (m_Player.GetItemInHands()) ApplyWetnessToItem(m_Player.GetItemInHands()); LogDryWetProcess("=========="); } protected void ProcessItemsDryness() { EntityAI attachment; ItemBase item; int attCount = m_Player.GetInventory().AttachmentCount(); LogDryWetProcess(string.Format("Environment :: ProcessItemsDryness (update interval=%1s)", GameConstants.ENVIRO_TICK_RATE)); EnvironmentDrynessData drynessData = new EnvironmentDrynessData(); drynessData.m_UseTemperatureSources = m_HasTemperatureSources; if (m_HasTemperatureSources) { float distance = vector.Distance(m_UTemperatureSources[0].GetPosition(), m_Player.GetPosition()); distance = Math.Max(distance, 0.1); drynessData.m_TemperatureSourceDistance = distance; LogDryWetProcess(string.Format("distance to heatsource: %1 m", distance)); } for (int attIdx = 0; attIdx < attCount; attIdx++) { attachment = m_Player.GetInventory().GetAttachmentFromIndex(attIdx); if (attachment && attachment.IsItemBase()) { item = ItemBase.Cast(attachment); if (item) ApplyDrynessToItemEx(item, drynessData); } } if (m_Player.GetItemInHands()) { ApplyDrynessToItemEx(m_Player.GetItemInHands(), drynessData); } LogDryWetProcess("=========="); } protected void ApplyWetnessToItem(ItemBase pItem) { if (pItem) { ItemBase parentItem; bool isParentWet = false; bool parentContainsLiquid = false; InventoryLocation iLoc = new InventoryLocation(); if (pItem.GetInventory().GetCurrentInventoryLocation(iLoc)) { EntityAI parent = iLoc.GetParent(); if (parent) { parentItem = ItemBase.Cast(parent); if (parentItem) { if (parentItem.GetWet() >= GameConstants.STATE_SOAKING_WET) isParentWet = true; if ((parentItem.GetLiquidType() != 0) && (parentItem.GetQuantity() > 0)) parentContainsLiquid = true; } else isParentWet = true; if ((pItem.GetWet() > m_ItemsWetnessMax) && (parent == m_Player)) m_ItemsWetnessMax = pItem.GetWet(); } } if (isParentWet || parentContainsLiquid) { float soakingCoef = 0; if (parentContainsLiquid) { soakingCoef = pItem.GetSoakingIncrement("parentWithLiquid"); LogDryWetProcess(string.Format("%1 (soak coef=%2/s, current wetness=%3) [parent contains liquid]", pItem.GetDisplayName(), soakingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); } else if (isParentWet && parentItem) { if (pItem.GetWet() < parentItem.GetWet()) { soakingCoef = pItem.GetSoakingIncrement("wetParent"); LogDryWetProcess(string.Format("%1 (soak coef=%2/s, current wetness=%3) [parent wet]", pItem.GetDisplayName(), soakingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); } } else { soakingCoef = GetWetDelta(); LogDryWetProcess(string.Format("%1 (soak coef=%2/s, current wetness=%3) [normal]", pItem.GetDisplayName(), soakingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); } pItem.AddWet(soakingCoef); pItem.AddTemperature(GameConstants.ENVIRO_TICK_RATE * GameConstants.TEMPERATURE_RATE_COOLING_PLAYER * pItem.GetSoakingIncrement("wetParent")); if (pItem.GetInventory().GetCargo()) { int inItemCount = pItem.GetInventory().GetCargo().GetItemCount(); for (int i = 0; i < inItemCount; i++) { ItemBase inItem; if (Class.CastTo(inItem, pItem.GetInventory().GetCargo().GetItem(i))) ApplyWetnessToItem(inItem); } } int attCount = pItem.GetInventory().AttachmentCount(); if (attCount > 0) { for (int attIdx = 0; attIdx < attCount; attIdx++) { EntityAI attachment = pItem.GetInventory().GetAttachmentFromIndex(attIdx); ItemBase itemAtt = ItemBase.Cast(attachment); if (itemAtt) ApplyWetnessToItem(itemAtt); } } } } } protected void ApplyDrynessToItem(ItemBase pItem) { EnvironmentDrynessData drynessData = new EnvironmentDrynessData(); ApplyDrynessToItemEx(pItem, drynessData); } protected void ApplyDrynessToItemEx(ItemBase pItem, EnvironmentDrynessData pDrynessData) { if (pItem) { float dryingIncrement = pItem.GetDryingIncrement("player"); if (pDrynessData.m_UseTemperatureSources) dryingIncrement = pItem.GetDryingIncrement("playerHeatSource"); ItemBase parentItem; bool isParentWet = false; bool parentContainsLiquid = false; InventoryLocation iLoc = new InventoryLocation(); if (pItem.GetInventory().GetCurrentInventoryLocation(iLoc)) { EntityAI parent = iLoc.GetParent(); if (parent) { parentItem = ItemBase.Cast(parent); if (parentItem) { if (parentItem.GetWet() >= GameConstants.STATE_SOAKING_WET) isParentWet = true; if ((parentItem.GetLiquidType() != 0) && (parentItem.GetQuantity() > 0)) parentContainsLiquid = true; } if ((pItem.GetWet() > m_ItemsWetnessMax) && (parent == m_Player)) { m_ItemsWetnessMax = pItem.GetWet(); } } } float dryingCoef = 0; if (!isParentWet && !parentContainsLiquid) { dryingCoef = (-1 * GameConstants.ENVIRO_TICK_RATE * dryingIncrement) / pDrynessData.m_TemperatureSourceDistance; if (pItem.GetWet() >= GameConstants.STATE_DAMP) { LogDryWetProcess(string.Format("%1 (dry coef=%2/s, current wetness=%3) [normal]", pItem.GetDisplayName(), dryingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); pItem.AddWet(dryingCoef); } if (pItem.GetInventory().GetCargo()) { int inItemCount = pItem.GetInventory().GetCargo().GetItemCount(); for (int i = 0; i < inItemCount; i++) { ItemBase inItem; if (Class.CastTo(inItem, pItem.GetInventory().GetCargo().GetItem(i))) ApplyDrynessToItemEx(inItem, pDrynessData); } } int attCount = pItem.GetInventory().AttachmentCount(); if (attCount > 0) { for (int attIdx = 0; attIdx < attCount; attIdx++) { EntityAI attachment = pItem.GetInventory().GetAttachmentFromIndex(attIdx); ItemBase itemAtt; if (ItemBase.CastTo(itemAtt, attachment)) ApplyDrynessToItemEx(itemAtt, pDrynessData); } } pItem.AddTemperature(GameConstants.ENVIRO_TICK_RATE * GameConstants.TEMPERATURE_RATE_COOLING_PLAYER); } if (parentContainsLiquid) { //! adds wetness to item inside parent item containing liquid dryingCoef = (GameConstants.ENVIRO_TICK_RATE * pItem.GetSoakingIncrement("parentWithLiquid")) / pDrynessData.m_TemperatureSourceDistance; LogDryWetProcess(string.Format("%1 (dry coef=%2/s, current wetness=%3) [parent contains liquid]", pItem.GetDisplayName(), dryingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); pItem.AddWet(dryingCoef); pItem.AddTemperature(GameConstants.ENVIRO_TICK_RATE * GameConstants.TEMPERATURE_RATE_COOLING_PLAYER); } if (isParentWet) { if (pItem.GetWet() < parentItem.GetWet()) { //! adds wetness to item inside wet parent item dryingCoef = (GameConstants.ENVIRO_TICK_RATE * pItem.GetSoakingIncrement("wetParent")) / pDrynessData.m_TemperatureSourceDistance; LogDryWetProcess(string.Format("%1 (dry coef=%2/s, current wetness=%3) [parent wet]", pItem.GetDisplayName(), dryingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); pItem.AddWet(dryingCoef); } pItem.AddTemperature(GameConstants.ENVIRO_TICK_RATE * GameConstants.TEMPERATURE_RATE_COOLING_PLAYER * 3.5); } } } // HEAT COMFORT //! Calculates and process temperature of items protected void ProcessItemsHeat() { float hcHead, hcBody, hcFeet; //! Heat Comfort float hHead, hBody, hFeet; //! Heat (from items); float heatComfortAvg; float heatAvg; BodyPartHeatProperties(m_HeadParts, GameConstants.ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT, hcHead, hHead); BodyPartHeatProperties(m_BodyParts, GameConstants.ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT, hcBody, hBody); BodyPartHeatProperties(m_FeetParts, GameConstants.ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT, hcFeet, hFeet); heatComfortAvg = (hcHead + hcBody + hcFeet) / 3; heatAvg = (hHead + hBody + hFeet) / 3; heatAvg = heatAvg * GameConstants.ENVIRO_ITEM_HEAT_TRANSFER_COEF; // heat buffer float applicableHB = 0.0; if (m_UTSAverageTemperature < 0.001) { applicableHB = m_Player.GetStatHeatBuffer().Get() / 30.0; if (applicableHB > 0.0) { if (m_HeatBufferTimer > 1.0) { m_Player.GetStatHeatBuffer().Add(Math.Min(EnvTempToCoef(m_EnvironmentTemperature), -0.1) * GameConstants.ENVIRO_PLAYER_HEATBUFFER_DECREASE); } else { m_HeatBufferTimer += GameConstants.ENVIRO_PLAYER_HEATBUFFER_TICK; } } else { m_HeatBufferTimer = 0.0; } } else { applicableHB = m_Player.GetStatHeatBuffer().Get() / 30.0; if (m_HeatComfort > PlayerConstants.THRESHOLD_HEAT_COMFORT_MINUS_WARNING) { m_Player.GetStatHeatBuffer().Add(GameConstants.ENVIRO_PLAYER_HEATBUFFER_INCREASE); m_HeatBufferTimer = 0.0; } else { m_HeatBufferTimer = 0.0; } } m_HeatComfort = (heatComfortAvg + heatAvg + (GetPlayerHeat() / 100)) + EnvTempToCoef(m_EnvironmentTemperature); if ((m_HeatComfort + applicableHB) < (PlayerConstants.THRESHOLD_HEAT_COMFORT_PLUS_WARNING - 0.01)) { m_HeatComfort += applicableHB; } else { if (m_HeatComfort <= (PlayerConstants.THRESHOLD_HEAT_COMFORT_PLUS_WARNING - 0.01)) { m_HeatComfort = PlayerConstants.THRESHOLD_HEAT_COMFORT_PLUS_WARNING - 0.01; } } m_HeatComfort = Math.Clamp(m_HeatComfort, m_Player.GetStatHeatComfort().GetMin(), m_Player.GetStatHeatComfort().GetMax()); m_Player.GetStatHeatComfort().Set(m_HeatComfort); } //! DEPRECATED protected bool OverridenHeatComfort(out float value); protected float EnvTempToCoef(float pTemp) { if (pTemp >= GameConstants.ENVIRO_HIGH_TEMP_LIMIT) { return 1; } if (pTemp <= GameConstants.ENVIRO_LOW_TEMP_LIMIT) { return -1; } return (pTemp - GameConstants.ENVIRO_PLAYER_COMFORT_TEMP) / GameConstants.ENVIRO_TEMP_EFFECT_ON_PLAYER; } //! returns weighted avg heat comfort for bodypart protected void BodyPartHeatProperties(array pBodyPartIds, float pCoef, out float pHeatComfort, out float pHeat) { int attCount; EntityAI attachment; ItemBase item; pHeatComfort = -1; attCount = m_Player.GetInventory().AttachmentCount(); for (int attIdx = 0; attIdx < attCount; attIdx++) { attachment = m_Player.GetInventory().GetAttachmentFromIndex(attIdx); if (attachment.IsClothing()) { item = ItemBase.Cast(attachment); int attachmentSlot = attachment.GetInventory().GetSlotId(0); //! go through all body parts we've defined for that zone (ex.: head, body, feet) for (int i = 0; i < pBodyPartIds.Count(); i++) { if (attachmentSlot == pBodyPartIds.Get(i)) { float heatIsoMult = 1.0; if (attachmentSlot == InventorySlots.VEST) { heatIsoMult = GameConstants.ENVIRO_HEATISOLATION_VEST_WEIGHT; } if (attachmentSlot == InventorySlots.BACK) { heatIsoMult = GameConstants.ENVIRO_HEATISOLATION_BACK_WEIGHT; } pHeatComfort += heatIsoMult * MiscGameplayFunctions.GetCurrentItemHeatIsolation(item); // go through any attachments and cargo (only current level, ignore nested containers - they isolate) int inAttCount = item.GetInventory().AttachmentCount(); if (inAttCount > 0) { for (int inAttIdx = 0; inAttIdx < inAttCount; inAttIdx++) { EntityAI inAttachment = item.GetInventory().GetAttachmentFromIndex(inAttIdx); ItemBase itemAtt = ItemBase.Cast(inAttachment); if (itemAtt) { pHeat += itemAtt.GetTemperature(); } } } if (item.GetInventory().GetCargo()) { int inItemCount = item.GetInventory().GetCargo().GetItemCount(); for (int j = 0; j < inItemCount; j++) { ItemBase inItem; if (Class.CastTo(inItem, item.GetInventory().GetCargo().GetItem(j))) { pHeat += inItem.GetTemperature(); } } } } } } } pHeatComfort = (pHeatComfort / pBodyPartIds.Count()) * pCoef; pHeat = (pHeat / pBodyPartIds.Count()) * pCoef; } protected void GatherTemperatureSources() { m_UTemperatureSources.Clear(); array nearestObjects = new array; GetGame().GetObjectsAtPosition(m_Player.GetPosition(), GameConstants.ENVIRO_TEMP_SOURCES_LOOKUP_RADIUS, nearestObjects, null); foreach (Object nearestObject : nearestObjects) { EntityAI ent = EntityAI.Cast(nearestObject); if (ent && ent.IsUniversalTemperatureSource() && ent != m_Player) { //! next temp source is too far if (vector.DistanceSq(m_Player.GetPosition(), ent.GetPosition()) > Math.SqrFloat(ent.GetUniversalTemperatureSource().GetMaxRange())) continue; m_UTemperatureSources.Insert(ent.GetUniversalTemperatureSource()); } } if (m_Player.GetItemInHands() && m_Player.GetItemInHands().IsUniversalTemperatureSource()) m_UTemperatureSources.Insert(m_Player.GetItemInHands().GetUniversalTemperatureSource()); } protected void ProcessTemperatureSources() { if (m_UTemperatureSources.Count() == 0) { m_HasTemperatureSources = false; m_UTSAverageTemperature = m_UTSAverageTemperatureBuffer.Add(0); return; } array utsTemperatures = new array(); // get temperature from the source (based on distance), save it for min/max filtering foreach (UTemperatureSource tempSource : m_UTemperatureSources) utsTemperatures.Insert(CalcTemperatureFromTemperatureSource(tempSource)); float min = MiscGameplayFunctions.GetMinValue(utsTemperatures); float max = MiscGameplayFunctions.GetMaxValue(utsTemperatures); if (max > 0 && min < 0) { //! adds average of 2 most significat sources to buffer m_UTSAverageTemperature = m_UTSAverageTemperatureBuffer.Add((max + min) * 0.5); } else { m_UTSAverageTemperature = m_UTSAverageTemperatureBuffer.Add(max); } m_HasTemperatureSources = true; } float GetUniversalSourcesTemperageAverage() { return m_UTSAverageTemperature; } float CalcTemperatureFromTemperatureSource(notnull UTemperatureSource uts) { float distance = vector.Distance(m_Player.GetPosition(), uts.GetPosition()); distance = Math.Max(distance, 0.1); //min distance cannot be 0 (division by zero) float temperature = 0; //Debug.Log(string.Format("CalcTemperatureFromTemperatureSource::distance: %1", distance), "Environment"); //! heat transfer through air to player (env temperature) if (distance > uts.GetFullRange()) { float distFactor = 1 - (distance / uts.GetMaxRange()); distFactor = Math.Max(distFactor, 0.0); //! dist factor minimum should be at 0 temperature = uts.GetTemperature() * distFactor; //temperature = Math.Clamp(temperature, uts.GetTemperatureMin(), uts.GetTemperatureMax()); //Debug.Log(string.Format("CalcTemperatureFromTemperatureSource::distFactor: %1", distFactor), "Environment"); //Debug.Log(string.Format("CalcTemperatureFromTemperatureSource::temperatureXX: %1", temperature), "Environment"); } else { temperature = uts.GetTemperature(); } //Debug.Log(string.Format("CalcTemperatureFromTemperatureSource::temperature: %1", temperature), "Environment"); return temperature; } //! debug #ifdef DIAG_DEVELOPER EnvDebugData GetEnvDebugData() { EnvDebugData data = new EnvDebugData(); data.Synch(this, m_Player); return data; } void ShowEnvDebugPlayerInfo(bool enabled) { EnvDebugData data = GetEnvDebugData(); DisplayEnvDebugPlayerInfo(enabled, data); } static void DisplayEnvDebugPlayerInfo(bool enabled, EnvDebugData data) { int windowPosX = 10; int windowPosY = 200; Object obj; DbgUI.Begin("Player stats", windowPosX, windowPosY); if ( enabled ) { DbgUI.Text(string.Format("Heat comfort: %1", data.m_PlayerData.m_HeatComfort)); DbgUI.Text(string.Format("Inside: %1 (%2)", data.m_PlayerData.m_Inside, data.m_PlayerData.m_Surface)); DbgUI.Text(string.Format("Under roof: %1 (%2)", data.m_PlayerData.m_UnderRoof, data.m_PlayerData.m_UnderRoofTimer)); if ( data.m_PlayerData.m_WaterLevel > 0 ) { DbgUI.Text(string.Format("Water Level: %1", data.m_PlayerData.m_WaterLevel)); } } DbgUI.End(); DbgUI.Begin("Weather stats:", windowPosX, windowPosY + 200); if ( enabled ) { DbgUI.Text(string.Format("Env temperature (base): %1", data.m_MiscData.m_TemperatureBase)); DbgUI.Text(string.Format("Env temperature (modfied): %1", data.m_MiscData.m_TemperatureModified)); DbgUI.Text(string.Format("Wind: %1 (x%2)", data.m_WeatherData.m_Wind, data.m_WeatherData.m_WindModifier)); DbgUI.Text(string.Format("Rain: %1", data.m_WeatherData.m_Rain)); DbgUI.Text(string.Format("Day/Night (1/0): %1", data.m_MiscData.m_DayOrNight)); DbgUI.Text(string.Format("Fog: %1", data.m_WeatherData.m_Fog)); DbgUI.Text(string.Format("Clouds: %1", data.m_WeatherData.m_Clouds)); DbgUI.Text(string.Format("Height: %1", data.m_MiscData.m_Height)); DbgUI.Text(string.Format("Wet delta: %1", data.m_MiscData.m_WetDelta)); } DbgUI.End(); } void FillDebugWeatherData(EnvDebugWeatherData data) { data.m_Wind = m_Wind; data.m_WindModifier = GetWindModifierPerSurface(); data.m_Rain = m_Rain; data.m_Fog = m_Fog; data.m_Clouds = m_Clouds; } #endif string GetDebugMessage() { string message; message += "Player stats"; message += "\nHeat comfort: " + m_HeatComfort.ToString(); message += "\nInside: " + IsInsideBuilding().ToString() + " (" + m_Player.GetSurfaceType() + ")"; message += "\nUnder roof: " + m_IsUnderRoof.ToString() + " (" + GetNextRoofCheck() + ")"; if (IsWaterContact() && m_WaterLevel > WATER_LEVEL_NONE) { message += "\nWater Level: " + m_WaterLevel; } message += "\n\nWeather stats"; message += "\nEnv temperature (base): " + g_Game.GetMission().GetWorldData().GetBaseEnvTemperature().ToString(); message += "\nEnv temperature (modified): " + m_EnvironmentTemperature.ToString(); message += "\nWind: " + m_Wind.ToString() + " (x" + GetWindModifierPerSurface() + ")"; message += "\nRain: " + m_Rain.ToString(); message += "\nDay/Night (1/0): " + m_DayOrNight.ToString(); message += "\nFog: " + m_Fog.ToString(); message += "\nClouds: " + m_Clouds.ToString(); message += "\nHeight: " + GetTemperatureHeightCorrection().ToString(); message += "\nWet delta: " + GetWetDelta().ToString(); return message; } int GetNextRoofCheck() { return (GameConstants.ENVIRO_TICK_ROOF_RC_CHECK - m_RoofCheckTimer) + 1; } float GetWaterLevel() { if (IsWaterContact() && m_WaterLevel > WATER_LEVEL_NONE) { return m_WaterLevel; } else { return 0; } } float GetDayOrNight() { return m_DayOrNight; } private void LogDryWetProcess(string message, bool indented = false) { #ifdef DIAG_DEVELOPER if (m_DebugLogDryWet) { string indentation = ""; if (indented) indentation = "|--"; Debug.Log(string.Format("%1 %2", indentation, message)); } #endif } } class EnvironmentDrynessData { bool m_UseTemperatureSources = false; float m_TemperatureSourceDistance = 1.0; } #ifdef DIAG_DEVELOPER class EnvDebugPlayerData : Param { float m_HeatComfort; bool m_Inside; string m_Surface; bool m_UnderRoof; int m_UnderRoofTimer; float m_WaterLevel; void Synch(Environment env, PlayerBase player) { m_HeatComfort = player.GetStatHeatComfort().Get(); m_Inside = env.IsInsideBuilding(); m_Surface = player.GetSurfaceType(); m_UnderRoof = env.IsUnderRoof(); m_UnderRoofTimer = env.GetNextRoofCheck(); m_WaterLevel = env.GetWaterLevel(); } override bool Serialize(Serializer ctx) { return ( ctx.Write(m_HeatComfort) && ctx.Write(m_Inside) && ctx.Write(m_Surface) && ctx.Write(m_UnderRoof) && ctx.Write(m_UnderRoofTimer) && ctx.Write(m_WaterLevel)); } override bool Deserializer(Serializer ctx) { return ctx.Read(m_HeatComfort) && ctx.Read(m_Inside) && ctx.Read(m_Surface) && ctx.Read(m_UnderRoof) && ctx.Read(m_UnderRoofTimer) && ctx.Read(m_WaterLevel); } } class EnvDebugMiscData : Param { float m_TemperatureBase; float m_TemperatureModified; float m_DayOrNight; float m_Height; float m_WetDelta; void Synch(Environment env) { m_TemperatureBase = g_Game.GetMission().GetWorldData().GetBaseEnvTemperature(); m_TemperatureModified = env.GetTemperature(); m_DayOrNight = env.GetDayOrNight(); m_Height = env.GetTemperatureHeightCorrection(); m_WetDelta = env.GetWetDelta(); } override bool Serialize(Serializer ctx) { return ctx.Write(m_TemperatureBase) && ctx.Write(m_TemperatureModified) && ctx.Write(m_DayOrNight) && ctx.Write(m_Height) && ctx.Write(m_WetDelta); } override bool Deserializer(Serializer ctx) { return ctx.Read(m_TemperatureBase) && ctx.Read(m_TemperatureModified) && ctx.Read(m_DayOrNight) && ctx.Read(m_Height) && ctx.Read(m_WetDelta); } } class EnvDebugWeatherData : Param { float m_Wind; float m_WindModifier; float m_Rain; float m_Fog; float m_Clouds; void Synch(Environment env) { env.FillDebugWeatherData(this); } override bool Serialize(Serializer ctx) { return ctx.Write(m_Wind) && ctx.Write(m_WindModifier) && ctx.Write(m_Rain) && ctx.Write(m_Fog) && ctx.Write(m_Clouds); } override bool Deserializer(Serializer ctx) { return ctx.Read(m_Wind) && ctx.Read(m_WindModifier) && ctx.Read(m_Rain) && ctx.Read(m_Fog) && ctx.Read(m_Clouds); } } class EnvDebugData : Param { ref EnvDebugPlayerData m_PlayerData = new EnvDebugPlayerData(); ref EnvDebugMiscData m_MiscData = new EnvDebugMiscData(); ref EnvDebugWeatherData m_WeatherData = new EnvDebugWeatherData(); void Synch(Environment env, PlayerBase player) { m_PlayerData.Synch(env, player); m_MiscData.Synch(env); m_WeatherData.Synch(env); } override bool Serialize(Serializer ctx) { return m_PlayerData.Serialize(ctx) && m_MiscData.Serialize(ctx) && m_WeatherData.Serialize(ctx); } override bool Deserializer(Serializer ctx) { return m_PlayerData.Deserializer(ctx) && m_MiscData.Deserializer(ctx) && m_WeatherData.Deserializer(ctx); } } #endif