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Refactored code so the weapon temperature is correctly updated when checking it
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ac67e45098
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@ -4,12 +4,12 @@ ADDON = false;
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PREP(checkTemperature);
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PREP(clearJam);
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PREP(cooldown);
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PREP(displayTemperature);
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PREP(firedEH);
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PREP(jamWeapon);
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PREP(overheat);
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PREP(swapBarrel);
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PREP(swapBarrelCallback);
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PREP(updateTemperature);
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ADDON = true;
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@ -30,4 +30,4 @@ if (_action == "") then {
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_player playActionNow _action;
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// Launch a PFH that waits a sec before displaying the temperature
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[FUNC(displayTemperature), [_player, _weapon], 1.0, 0] call EFUNC(common,waitAndExecute);
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[FUNC(displayTemperature), [_player, _weapon], 1.0, 0] call EFUNC(common,waitAndExecute);
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@ -15,26 +15,10 @@
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EXPLODE_2_PVT(_this,_player,_weapon);
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private ["_temperature", "_scaledTemperature", "_color", "_count", "_string", "_text", "_picture"];
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// Calculate cool down of weapon since last shot
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private ["_string", "_overheat", "_temperature", "_time", "_barrelMass", "_a"];
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_string = format [QGVAR(%1), _weapon];
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_overheat = _player getVariable [_string, [0, 0]];
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_temperature = _overheat select 0;
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_time = _overheat select 1;
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// Get physical parameters
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_barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
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// Calculate cooling
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_temperature = [_temperature, _barrelMass, ACE_time - _time] call FUNC(cooldown);
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// Store new temperature
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_time = ACE_time;
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_player setVariable [_string, [_temperature, _time], false];
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private ["_scaledTemperature", "_action", "_color", "_count", "_string", "_text", "_picture"];
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_temperature = [_player, _weapon, 0] call FUNC(updateTemperature)
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_scaledTemperature = (_temperature / 1000) min 1;
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_color = [
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@ -43,7 +27,7 @@ _color = [
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00
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];
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_count = round (12 * _scaledTemperature);
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_count = 2 + round (10 * _scaledTemperature);
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_string = "";
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for "_a" from 1 to _count do {
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_string = _string + "|";
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@ -57,7 +41,7 @@ for "_a" from (_count + 1) to 12 do {
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_text = composeText [
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_text,
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[_string, [0.5, 0.5, 0.5]] call EFUNC(common,stringToColoredText)
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[_string, [0.5, 0.5, 0.5]] call EFUNC(common,stringToColoredTex)t
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];
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_picture = getText (configFile >> "CfgWeapons" >> _weapon >> "picture");
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@ -23,17 +23,7 @@ _weapon = _this select 1;
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_ammo = _this select 4;
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_projectile = _this select 6;
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_velocity = velocity _projectile;
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private ["_variableName", "_overheat", "_temperature", "_time", "_energyIncrement", "_barrelMass"];
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// each weapon has it's own variable. Can't store the temperature in the weapon since they are not objects unfortunately.
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_variableName = format [QGVAR(%1), _weapon];
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// get old values
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_overheat = _unit getVariable [_variableName, [0, 0]];
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_temperature = _overheat select 0;
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_time = _overheat select 1;
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private ["_bulletMass","_energyIncrement"];
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// Get physical parameters
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_bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass");
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@ -41,16 +31,6 @@ if (_bulletMass == 0) then {
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// If the bullet mass is not configured, estimate it
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_bulletMass = 3.4334 + 0.5171 * (getNumber (configFile >> "CfgAmmo" >> _ammo >> "hit") + getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber"));
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};
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_energyIncrement = 0.75 * 0.0005 * _bulletMass * (vectorMagnitudeSqr _velocity);
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_barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
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_energyIncrement = 0.75 * 0.0005 * _bulletMass * (vectorMagnitudeSqr velocity _projectile);
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// Calculate cooling
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_temperature = [_temperature, _barrelMass, time - _time] call FUNC(cooldown);
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// Calculate heating
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_temperature = _temperature + _energyIncrement / (_barrelMass * 466); // Steel Heat Capacity = 466 J/(Kg.K)
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// set updated values
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_time = time;
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// Publish the variable
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[_unit, _variableName, [_temperature, _time], 2.0] call EFUNC(common,setVariablePublic);
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[_unit, _weapon, _energyIncrement] call FUNC(updateTemperature)
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75
addons/overheating/functions/fnc_updateTemperature.sqf
Normal file
75
addons/overheating/functions/fnc_updateTemperature.sqf
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@ -0,0 +1,75 @@
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/*
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* Author: esteldunedain
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* Update temperature of a weapon.
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*
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* Argument:
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* 0: Unit <OBJECT>
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* 1: Weapon <STRING>
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* 2: Heat increment (J) <NUMBER>
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*
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* Return value:
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* Current temperature <NUMBER>
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*
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* Public: No
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*/
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#include "\z\ace\addons\overheating\script_component.hpp"
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EXPLODE_3_PVT(_this,_unit,_weapon,_heatIncrement);
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private ["_variableName", "_oldHeat", "_temperature", "_time", "_barrelMass"];
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// each weapon has it's own variable. Can't store the temperature in the weapon since they are not objects unfortunately.
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_variableName = format [QGVAR(%1), _weapon];
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// get old values
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_oldHeat = _unit getVariable [_variableName, [0, 0]];
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_temperature = _oldHeat select 0;
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_time = _oldHeat select 1;
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_barrelMass = 0.50 * (getNumber (configFile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "mass") / 22.0) max 1.0;
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_fnc_cooling = {
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EXPLODE_3_PVT(_this,_temperature,_barrelMass,_totalTime);
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// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
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if (_totalTime > 1800) exitWith {0};
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private ["_barrelSurface", "_time", "_deltaTime"];
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_barrelSurface = _barrelMass / 7850 / 0.003;
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_time = 0;
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while {true} do {
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_deltaTime = (_totalTime - _time) min 20;
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_temperature = _temperature - (
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// Convective cooling
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25 * _barrelSurface * _temperature
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// Radiative cooling
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+ 0.4 * 5.67e-8 * _barrelSurface *
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( (_temperature + 273.15)*(_temperature + 273.15)
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* (_temperature + 273.15)*(_temperature + 273.15)
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- 273.15 * 273.15 * 273.15 *273.15 )
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) * _deltaTime / (_barrelMass * 466);
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if (_temperature < 1) exitWith {0};
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if (isNil "_temperature") exitWith {
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diag_log text format ["[ACE] ERROR: _totalTime = %1; _time = %2; _deltaTime = %3;", _totalTime, _time, _deltaTime];
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0
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};
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_time = _time + _deltaTime;
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if (_time >= _totalTime) exitWith { _temperature max 0 };
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};
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};
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// Calculate cooling
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_temperature = [_temperature, _barrelMass, time - _time] call _fnc_cooldown;
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// Calculate heating
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// Steel Heat Capacity = 466 J/(Kg.K)
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_temperature = _temperature + _heatIncrement / (_barrelMass * 466);
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// Publish the variable
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[_unit, _variableName, [_temperature, time], 2.0] call EFUNC(common,setVariablePublic);
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_temperature
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