From f86e882b18e5aa5aeab4fece7468247180678474 Mon Sep 17 00:00:00 2001 From: johnb432 <58661205+johnb432@users.noreply.github.com> Date: Sat, 22 Jun 2024 19:53:08 +0200 Subject: [PATCH] Advanced Fatigue - Various improvements (continuation of #5723) (#9714) Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> Co-authored-by: ulteq Co-authored-by: LinkIsGrim --- addons/advanced_fatigue/XEH_PREP.hpp | 1 + addons/advanced_fatigue/XEH_postInit.sqf | 18 +-- .../functions/fnc_getAnimDuty.sqf | 2 +- .../functions/fnc_getMetabolicCosts.sqf | 78 +++++++---- .../functions/fnc_handleEffects.sqf | 50 +++---- .../functions/fnc_handlePlayerChanged.sqf | 30 +++-- .../functions/fnc_mainLoop.sqf | 124 +++++++++++++----- .../functions/fnc_renderDebugLines.sqf | 40 ++++++ addons/advanced_fatigue/initSettings.inc.sqf | 32 +++-- addons/advanced_fatigue/script_component.hpp | 26 +++- .../framework/advanced-fatigue-framework.md | 14 +- 11 files changed, 290 insertions(+), 125 deletions(-) create mode 100644 addons/advanced_fatigue/functions/fnc_renderDebugLines.sqf diff --git a/addons/advanced_fatigue/XEH_PREP.hpp b/addons/advanced_fatigue/XEH_PREP.hpp index 4ee00e3ce4..22bb99617a 100644 --- a/addons/advanced_fatigue/XEH_PREP.hpp +++ b/addons/advanced_fatigue/XEH_PREP.hpp @@ -9,3 +9,4 @@ PREP(handleStaminaBar); PREP(mainLoop); PREP(moduleSettings); PREP(removeDutyFactor); +PREP(renderDebugLines); diff --git a/addons/advanced_fatigue/XEH_postInit.sqf b/addons/advanced_fatigue/XEH_postInit.sqf index 08fd827d58..519d218b8c 100644 --- a/addons/advanced_fatigue/XEH_postInit.sqf +++ b/addons/advanced_fatigue/XEH_postInit.sqf @@ -2,6 +2,10 @@ if (!hasInterface) exitWith {}; +#ifdef DEBUG_MODE_FULL +call FUNC(renderDebugLines); +#endif + // recheck weapon inertia after weapon swap, change of attachments or switching unit ["weapon", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler; ["loadout", {[ACE_player] call FUNC(getWeaponInertia)}, true] call CBA_fnc_addPlayerEventHandler; @@ -33,25 +37,23 @@ if (!hasInterface) exitWith {}; GVAR(ppeBlackout) ppEffectCommit 0.4; // - GVAR updating and initialization ----------------------------------------- - ["unit", LINKFUNC(handlePlayerChanged), true] call CBA_fnc_addPlayerEventHandler; + ["unit", LINKFUNC(handlePlayerChanged)] call CBA_fnc_addPlayerEventHandler; ["visibleMap", { params ["", "_visibleMap"]; // command visibleMap is updated one frame later - private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]; - _staminaBarContainer ctrlShow ((!_visibleMap) && {(vehicle ACE_player) == ACE_player}); + (uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]) ctrlShow (!_visibleMap && isNull objectParent ACE_player); }, true] call CBA_fnc_addPlayerEventHandler; ["vehicle", { - private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]; - _staminaBarContainer ctrlShow ((!visibleMap) && {(vehicle ACE_player) == ACE_player}); + (uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]) ctrlShow (!visibleMap && isNull objectParent ACE_player); }, true] call CBA_fnc_addPlayerEventHandler; // - Duty factors ------------------------------------------------------------- if (GETEGVAR(medical,enabled,false)) then { [QEGVAR(medical,pain), { // 0->1.0, 0.5->1.05, 1->1.1 - linearConversion [0, 1, (_this getVariable [QEGVAR(medical,pain), 0]), 1, 1.1, true]; + linearConversion [0, 1, _this getVariable [QEGVAR(medical,pain), 0], 1, 1.1, true]; }] call FUNC(addDutyFactor); [QEGVAR(medical,bloodVolume), { // 6->1.0, 5->1.167, 4->1.33 - linearConversion [6, 0, (_this getVariable [QEGVAR(medical,bloodVolume), 6]), 1, 2, true]; + linearConversion [6, 0, _this getVariable [QEGVAR(medical,bloodVolume), 6], 1, 2, true]; }] call FUNC(addDutyFactor); }; if (["ace_dragging"] call EFUNC(common,isModLoaded)) then { @@ -62,7 +64,7 @@ if (!hasInterface) exitWith {}; // Weather has an off switch, Dragging & Medical don't. if (missionNamespace getVariable [QEGVAR(weather,enabled), false]) then { [QEGVAR(weather,temperature), { // 35->1, 45->2 - linearConversion [35, 45, (missionNamespace getVariable [QEGVAR(weather,currentTemperature), 25]), 1, 2, true]; + linearConversion [35, 45, missionNamespace getVariable [QEGVAR(weather,currentTemperature), 25], 1, 2, true]; }] call FUNC(addDutyFactor); }; diff --git a/addons/advanced_fatigue/functions/fnc_getAnimDuty.sqf b/addons/advanced_fatigue/functions/fnc_getAnimDuty.sqf index e992816e9b..50e052d5f8 100644 --- a/addons/advanced_fatigue/functions/fnc_getAnimDuty.sqf +++ b/addons/advanced_fatigue/functions/fnc_getAnimDuty.sqf @@ -1,7 +1,7 @@ #include "..\script_component.hpp" /* * Author: BaerMitUmlaut - * Calculates the duty of the current animation. + * Calculates the duty ('postureWeight') of the current animation. * * Arguments: * 0: Unit diff --git a/addons/advanced_fatigue/functions/fnc_getMetabolicCosts.sqf b/addons/advanced_fatigue/functions/fnc_getMetabolicCosts.sqf index cc07d9e004..36048cee04 100644 --- a/addons/advanced_fatigue/functions/fnc_getMetabolicCosts.sqf +++ b/addons/advanced_fatigue/functions/fnc_getMetabolicCosts.sqf @@ -1,54 +1,74 @@ #include "..\script_component.hpp" /* - * Author: BaerMitUmlaut - * Calculates the current metabolic costs for a unit. + * Author: BaerMitUmlaut, ulteq + * Calculates the current metabolic costs. * Calculation is done according to the Pandolf/Wojtowicz formulas. * * Arguments: - * 0: Unit - * 1: Speed + * 0: Duty of animation + * 1: Mass of unit + * 2: Terrain gradient + * 3: Terrain factor + * 4: Speed * * Return Value: * Metabolic cost * * Example: - * [player, 3.3] call ace_advanced_fatigue_fnc_getMetabolicCosts + * [1, 840, 20, 1, 4] call ace_advanced_fatigue_fnc_getMetabolicCosts * * Public: No */ -params ["_unit", "_velocity"]; -private _gearMass = ((_unit getVariable [QEGVAR(movement,totalLoad), loadAbs _unit]) / 22.046) * GVAR(loadFactor); - -private _terrainAngle = asin (1 - ((surfaceNormal getPosASL _unit) select 2)); -private _terrainGradient = (_terrainAngle / 45 min 1) * 5 * GVAR(terrainGradientFactor); -private _duty = GVAR(animDuty); - -{ - if (_x isEqualType 0) then { - _duty = _duty * _x; - } else { - _duty = _duty * (_unit call _x); - }; -} forEach (values GVAR(dutyList)); - -if (GVAR(isSwimming)) then { - _terrainGradient = 0; -}; +params ["_duty", "_gearMass", "_terrainGradient", "_terrainFactor", "_speed"]; // Metabolic cost for walking and running is different -if (_velocity > 2) then { +if (_speed > 2) then { // Running + #ifdef DEBUG_MODE_FULL + private _baseline = 2.1 * SIM_BODYMASS + 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + (SIM_BODYMASS + _gearMass) * 0.9 * (_speed ^ 2); + private _graded = 2.1 * SIM_BODYMASS + 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + _terrainFactor * (SIM_BODYMASS + _gearMass) * (0.9 * (_speed ^ 2) + 0.66 * _speed * _terrainGradient); + private _terrainImpact = abs ((_graded / _baseline) - 1); + hintSilent format ["FwdAngle: %1 | SideAngle: %2 \n TerrainFactor: %3 | TerrainGradient: %4 \n TerrainImpact: %5 \n Speed: %6 | CarriedLoad: %7 \n Duty: %8 | Work: %9", + _fwdAngle toFixed 1, + _sideAngle toFixed 1, + _terrainFactor toFixed 2, + _terrainGradient toFixed 1, + _terrainImpact toFixed 2, + _speed toFixed 2, + _gearMass toFixed 1, + _duty toFixed 2, + round (_graded * BIOMECH_EFFICIENCY * _duty) + ]; + #endif + ( - 2.10 * SIM_BODYMASS + 2.1 * SIM_BODYMASS + 4 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) - + (SIM_BODYMASS + _gearMass) * (0.9 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient) - ) * 0.23 * _duty + + _terrainFactor * (SIM_BODYMASS + _gearMass) * (0.9 * (_speed ^ 2) + 0.66 * _speed * _terrainGradient) + ) * BIOMECH_EFFICIENCY * _duty } else { // Walking + #ifdef DEBUG_MODE_FULL + private _baseline = 1.05 * SIM_BODYMASS + 2 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + (SIM_BODYMASS + _gearMass) * 1.15 * (_speed ^ 2); + private _graded = 1.05 * SIM_BODYMASS + 2 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) + _terrainFactor * (SIM_BODYMASS + _gearMass) * (1.15 * (_speed ^ 2) + 0.66 * _speed * _terrainGradient); + private _terrainImpact = abs ((_graded / _baseline) - 1); + hintSilent format ["FwdAngle: %1 | SideAngle: %2 \n TerrainFactor: %3 | TerrainGradient: %4 \n TerrainImpact: %5 \n Speed: %6 | CarriedLoad: %7 \n Duty: %8 | Work: %9", + _fwdAngle toFixed 1, + _sideAngle toFixed 1, + _terrainFactor toFixed 2, + _terrainGradient toFixed 1, + _terrainImpact toFixed 2, + _speed toFixed 2, + _gearMass toFixed 1, + _duty toFixed 2, + round (_graded * BIOMECH_EFFICIENCY * _duty) + ]; + #endif + ( 1.05 * SIM_BODYMASS + 2 * (SIM_BODYMASS + _gearMass) * ((_gearMass / SIM_BODYMASS) ^ 2) - + (SIM_BODYMASS + _gearMass) * (1.15 * (_velocity ^ 2) + 0.66 * _velocity * _terrainGradient) - ) * 0.23 * _duty + + _terrainFactor * (SIM_BODYMASS + _gearMass) * (1.15 * (_speed ^ 2) + 0.66 * _speed * _terrainGradient) + ) * BIOMECH_EFFICIENCY * _duty }; diff --git a/addons/advanced_fatigue/functions/fnc_handleEffects.sqf b/addons/advanced_fatigue/functions/fnc_handleEffects.sqf index 13c1fefc62..d948823354 100644 --- a/addons/advanced_fatigue/functions/fnc_handleEffects.sqf +++ b/addons/advanced_fatigue/functions/fnc_handleEffects.sqf @@ -1,44 +1,44 @@ #include "..\script_component.hpp" /* - * Author: BaerMitUmlaut + * Author: BaerMitUmlaut, ulteq * Handles any audible, visual and physical effects of fatigue. * * Arguments: * 0: Unit * 1: Fatigue - * 2: Speed - * 3: Overexhausted + * 2: Overexhausted + * 3: Forward Angle + * 4: Side Angle * * Return Value: * None * * Example: - * [_player, 0.5, 3.3, true] call ace_advanced_fatigue_fnc_handleEffects + * [_player, 0.5, 3.3, true, 0, 0] call ace_advanced_fatigue_fnc_handleEffects * * Public: No */ -params ["_unit", "_fatigue", "_speed", "_overexhausted"]; -#ifdef DEBUG_MODE_FULL - systemChat str _fatigue; - systemChat str vectorMagnitude velocity _unit; -#endif +params ["_unit", "_fatigue", "_overexhausted", "_fwdAngle", "_sideAngle"]; // - Audible effects ---------------------------------------------------------- GVAR(lastBreath) = GVAR(lastBreath) + 1; + if (_fatigue > 0.4 && {GVAR(lastBreath) > (_fatigue * -10 + 9)} && {!underwater _unit}) then { if (!isGameFocused) exitWith {}; + switch (true) do { case (_fatigue < 0.6): { - playSound (QGVAR(breathLow) + str(floor random 6)); + playSound (QGVAR(breathLow) + str (floor random 6)); }; case (_fatigue < 0.85): { - playSound (QGVAR(breathMid) + str(floor random 6)); + playSound (QGVAR(breathMid) + str (floor random 6)); }; default { - playSound (QGVAR(breathMax) + str(floor random 6)); + playSound (QGVAR(breathMax) + str (floor random 6)); }; }; + GVAR(lastBreath) = 0; }; @@ -62,31 +62,35 @@ if (GVAR(isSwimming)) exitWith { if (GVAR(setAnimExclusions) isEqualTo []) then { _unit setAnimSpeedCoef linearConversion [0.7, 0.9, _fatigue, 1, 0.5, true]; }; - if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then { + + if (isSprintAllowed _unit && _fatigue > 0.7) then { // small checks like these are faster without lazy eval [_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); } else { - if ((!isSprintAllowed _unit) && {_fatigue < 0.7}) then { + if (!isSprintAllowed _unit && _fatigue < 0.7) then { [_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); }; }; }; -if ((getAnimSpeedCoef _unit) != 1) then { - if (GVAR(setAnimExclusions) isEqualTo []) then { - TRACE_1("reset",getAnimSpeedCoef _unit); - _unit setAnimSpeedCoef 1; - }; + +// If other components are setting setAnimSpeedCoef, do not change animSpeedCoef +if (getAnimSpeedCoef _unit != 1 && {GVAR(setAnimExclusions) isEqualTo []}) then { + TRACE_1("reset",getAnimSpeedCoef _unit); + _unit setAnimSpeedCoef 1; }; -if (_overexhausted) then { +if (!isForcedWalk _unit && _fatigue >= 1) then { // small checks like these are faster without lazy eval [_unit, "forceWalk", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); + [_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); } else { - if (isForcedWalk _unit && {_fatigue < 0.7}) then { + if (isForcedWalk _unit && _fatigue < 0.7) then { [_unit, "forceWalk", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); + [_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); } else { - if ((isSprintAllowed _unit) && {_fatigue > 0.7}) then { + // Forward angle is the slope of the terrain, side angle simulates the unevenness/roughness of the terrain + if (isSprintAllowed _unit && {_fatigue > 0.7 || abs _fwdAngle > 20 || abs _sideAngle > 20}) then { [_unit, "blockSprint", QUOTE(ADDON), true] call EFUNC(common,statusEffect_set); } else { - if ((!isSprintAllowed _unit) && {_fatigue < 0.6}) then { + if (!isSprintAllowed _unit && _fatigue < 0.6 && abs _fwdAngle < 20 && abs _sideAngle < 20) then { [_unit, "blockSprint", QUOTE(ADDON), false] call EFUNC(common,statusEffect_set); }; }; diff --git a/addons/advanced_fatigue/functions/fnc_handlePlayerChanged.sqf b/addons/advanced_fatigue/functions/fnc_handlePlayerChanged.sqf index a119b35862..82c9c90a56 100644 --- a/addons/advanced_fatigue/functions/fnc_handlePlayerChanged.sqf +++ b/addons/advanced_fatigue/functions/fnc_handlePlayerChanged.sqf @@ -1,7 +1,7 @@ #include "..\script_component.hpp" /* - * Author: BaerMitUmlaut - * Handles switching units (once on init and afterwards via Zeus). + * Author: BaerMitUmlaut, ulteq + * Handles switching units (once on init and afterwards via Zeus). Also handles CBA setting change for performance factor. * * Arguments: * 0: New Unit @@ -15,20 +15,24 @@ * * Public: No */ + params ["_newUnit", "_oldUnit"]; + TRACE_2("unit changed",_newUnit,_oldUnit); -if !(isNull _oldUnit) then { +if (!isNull _oldUnit) then { + TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler)); + _oldUnit enableStamina true; _oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]]; _oldUnit setVariable [QGVAR(animHandler), nil]; - TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler)); _oldUnit setVariable [QGVAR(ae1Reserve), GVAR(ae1Reserve)]; _oldUnit setVariable [QGVAR(ae2Reserve), GVAR(ae2Reserve)]; _oldUnit setVariable [QGVAR(anReserve), GVAR(anReserve)]; _oldUnit setVariable [QGVAR(anFatigue), GVAR(anFatigue)]; _oldUnit setVariable [QGVAR(muscleDamage), GVAR(muscleDamage)]; + _oldUnit setVariable [QGVAR(respiratoryRate), GVAR(respiratoryRate)]; }; _newUnit enableStamina false; @@ -38,6 +42,7 @@ if (_newUnit getVariable [QGVAR(animHandler), -1] == -1) then { private _animHandler = _newUnit addEventHandler ["AnimChanged", { GVAR(animDuty) = _this call FUNC(getAnimDuty); }]; + TRACE_1("add new",_animHandler); _newUnit setVariable [QGVAR(animHandler), _animHandler]; }; @@ -47,18 +52,27 @@ GVAR(ae2Reserve) = _newUnit getVariable [QGVAR(ae2Reserve), AE2_MAXRESERVE] GVAR(anReserve) = _newUnit getVariable [QGVAR(anReserve), AN_MAXRESERVE]; GVAR(anFatigue) = _newUnit getVariable [QGVAR(anFatigue), 0]; GVAR(muscleDamage) = _newUnit getVariable [QGVAR(muscleDamage), 0]; +GVAR(respiratoryRate) = _newUnit getVariable [QGVAR(respiratoryRate), 0]; // Clean variables for respawning units { _newUnit setVariable [_x, nil]; -} forEach [QGVAR(ae1Reserve), QGVAR(ae2Reserve), QGVAR(anReserve), QGVAR(anFatigue), QGVAR(muscleDamage)]; +} forEach [QGVAR(ae1Reserve), QGVAR(ae2Reserve), QGVAR(anReserve), QGVAR(anFatigue), QGVAR(muscleDamage), QGVAR(respiratoryRate)]; GVAR(VO2Max) = 35 + 20 * (_newUnit getVariable [QGVAR(performanceFactor), GVAR(performanceFactor)]); -GVAR(VO2MaxPower) = GVAR(VO2Max) * SIM_BODYMASS * 0.23 * JOULES_PER_ML_O2 / 60; +GVAR(VO2MaxPower) = GVAR(VO2Max) * SIM_BODYMASS * BIOMECH_EFFICIENCY * JOULES_PER_ML_O2 / 60; GVAR(peakPower) = VO2MAX_STRENGTH * GVAR(VO2MaxPower); -GVAR(ae1PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 13.3 * ANTPERCENT ^ 1.28 * 1.362; -GVAR(ae2PathwayPower) = GVAR(peakPower) / (13.3 + 16.7 + 113.3) * 16.7 * ANTPERCENT ^ 1.28 * 1.362; +GVAR(ae1PathwayPower) = GVAR(peakPower) / (AE1_ATP_RELEASE_RATE + AE2_ATP_RELEASE_RATE + AN_ATP_RELEASE_RATE) * AE1_ATP_RELEASE_RATE * ANTPERCENT ^ 1.28 * 1.362; +GVAR(ae2PathwayPower) = GVAR(peakPower) / (AE1_ATP_RELEASE_RATE + AE2_ATP_RELEASE_RATE + AN_ATP_RELEASE_RATE) * AE2_ATP_RELEASE_RATE * ANTPERCENT ^ 1.28 * 1.362; +GVAR(aePathwayPower) = GVAR(ae1PathwayPower) + GVAR(ae2PathwayPower); +GVAR(anPathwayPower) = GVAR(peakPower) - GVAR(aePathwayPower); + +GVAR(aeWattsPerATP) = GVAR(ae1PathwayPower) / AE1_ATP_RELEASE_RATE; +GVAR(anWattsPerATP) = GVAR(anPathwayPower) / AN_ATP_RELEASE_RATE; + +GVAR(respiratoryBufferDivisor) = (RESPIRATORY_BUFFER - 1) / RESPIRATORY_BUFFER; +GVAR(maxPowerFatigueRatio) = 0.057 / GVAR(peakPower); GVAR(ppeBlackoutLast) = 100; GVAR(lastBreath) = 0; diff --git a/addons/advanced_fatigue/functions/fnc_mainLoop.sqf b/addons/advanced_fatigue/functions/fnc_mainLoop.sqf index add9b6e5d8..a07abae794 100644 --- a/addons/advanced_fatigue/functions/fnc_mainLoop.sqf +++ b/addons/advanced_fatigue/functions/fnc_mainLoop.sqf @@ -1,6 +1,6 @@ #include "..\script_component.hpp" /* - * Author: BaerMitUmlaut + * Author: BaerMitUmlaut, ulteq * Main looping function that updates fatigue values. * * Arguments: @@ -17,73 +17,131 @@ // Dead people don't breathe, will also handle null (map intros) if (!alive ACE_player) exitWith { - [FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute; + [LINKFUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute; + private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]; _staminaBarContainer ctrlSetFade 1; _staminaBarContainer ctrlCommit 1; }; - -private _oxygen = 0.9; // Default AF oxygen saturation -if (GETEGVAR(medical,enabled,false) && {EGVAR(medical_vitals,simulateSpo2)}) then { - _oxygen = (ACE_player getVariable [QEGVAR(medical,spo2), 97]) / 100; -}; +private _velocity = velocity ACE_player; +private _normal = surfaceNormal (getPosWorld ACE_player); +private _movementVector = vectorNormalized _velocity; +private _sideVector = vectorNormalized (_movementVector vectorCrossProduct _normal); +private _fwdAngle = asin (_movementVector select 2); +private _sideAngle = asin (_sideVector select 2); private _currentWork = REE; -private _currentSpeed = (vectorMagnitude (velocity ACE_player)) min 6; +private _currentSpeed = (vectorMagnitude _velocity) min 6; // fix #4481. Diving to the ground is recorded as PRONE stance with running speed velocity. Cap maximum speed to fix. if (GVAR(isProne)) then { _currentSpeed = _currentSpeed min 1.5; }; -if ((vehicle ACE_player == ACE_player) && {_currentSpeed > 0.1} && {isTouchingGround ACE_player || {underwater ACE_player}}) then { - _currentWork = [ACE_player, _currentSpeed] call FUNC(getMetabolicCosts); +// Get the current duty +private _duty = GVAR(animDuty); + +{ + if (_x isEqualType 0) then { + _duty = _duty * _x; + } else { + _duty = _duty * (ACE_player call _x); + }; +} forEach (values GVAR(dutyList)); + +private _terrainGradient = abs _fwdAngle; +private _terrainFactor = 1; +private _gearMass = 0 max (((ACE_player getVariable [QEGVAR(movement,totalLoad), loadAbs ACE_player]) / 22.046 - UNDERWEAR_WEIGHT) * GVAR(loadFactor)); + +if (isNull objectParent ACE_player && {_currentSpeed > 0.1} && {isTouchingGround ACE_player || {underwater ACE_player}}) then { + if (!GVAR(isSwimming)) then { + // If the unit is going downhill, it's much less demanding + if (_fwdAngle < 0) then { + _terrainGradient = 0.15 * _terrainGradient; + }; + + // Used to simulate the unevenness/roughness of the terrain + if ((getPosATL ACE_player) select 2 < 0.01) then { + private _sideGradient = abs (_sideAngle / 45) min 1; + + _terrainFactor = 1 + _sideGradient ^ 4; + }; + }; + + _currentWork = [_duty, _gearMass, _terrainGradient * GVAR(terrainGradientFactor), _terrainFactor, _currentSpeed] call FUNC(getMetabolicCosts); _currentWork = _currentWork max REE; }; +// Oxygen calculation +private _oxygen = if (GETEGVAR(medical,enabled,false) && {EGVAR(medical_vitals,simulateSpo2)}) then { // Defer to medical + (ACE_player getVariable [QEGVAR(medical,spo2), 97]) / 100 +} else { + 1 - 0.131 * GVAR(respiratoryRate) ^ 2 // Default AF oxygen saturation +}; // Calculate muscle damage increase -// Note: Muscle damage recovery is ignored as it takes multiple days -GVAR(muscleDamage) = (GVAR(muscleDamage) + (_currentWork / GVAR(peakPower)) ^ 3.2 * 0.00004) min 1; -private _muscleIntegritySqrt = sqrt (1 - GVAR(muscleDamage)); +GVAR(muscleDamage) = GVAR(muscleDamage) + (_currentWork / GVAR(peakPower)) ^ 3.2 * MUSCLE_TEAR_RATE; + +// Calculate muscle damage recovery +GVAR(muscleDamage) = 0 max (GVAR(muscleDamage) - MUSCLE_RECOVERY * GVAR(recoveryFactor)) min 1; +private _muscleIntegrity = 1 - GVAR(muscleDamage); +private _muscleFactor = sqrt _muscleIntegrity; // Calculate available power -private _ae1PathwayPowerFatigued = GVAR(ae1PathwayPower) * sqrt (GVAR(ae1Reserve) / AE1_MAXRESERVE) * _oxygen * _muscleIntegritySqrt; -private _ae2PathwayPowerFatigued = GVAR(ae2PathwayPower) * sqrt (GVAR(ae2Reserve) / AE2_MAXRESERVE) * _oxygen * _muscleIntegritySqrt; +private _ae1PathwayPowerFatigued = GVAR(ae1PathwayPower) * sqrt (GVAR(ae1Reserve) / AE1_MAXRESERVE) * _oxygen * _muscleFactor; +private _ae2PathwayPowerFatigued = GVAR(ae2PathwayPower) * sqrt (GVAR(ae2Reserve) / AE2_MAXRESERVE) * _oxygen * _muscleFactor; +private _aePathwayPowerFatigued = _ae1PathwayPowerFatigued + _ae2PathwayPowerFatigued; +private _anPathwayPowerFatigued = GVAR(anPathwayPower) * sqrt (GVAR(anReserve) / AN_MAXRESERVE) * _oxygen * _muscleIntegrity; // Calculate how much power is consumed from each reserve private _ae1Power = _currentWork min _ae1PathwayPowerFatigued; -private _ae2Power = ((_currentWork - _ae1Power) max 0) min _ae2PathwayPowerFatigued; -private _anPower = (_currentWork - _ae1Power - _ae2Power) max 0; +private _ae2Power = (_currentWork - _ae1Power) min _ae2PathwayPowerFatigued; +private _anPower = 0 max (_currentWork - _ae1Power - _ae2Power); // Remove ATP from reserves for current work -GVAR(ae1Reserve) = GVAR(ae1Reserve) - _ae1Power / WATTSPERATP; -GVAR(ae2Reserve) = GVAR(ae2Reserve) - _ae2Power / WATTSPERATP; -GVAR(anReserve) = GVAR(anReserve) - _anPower / WATTSPERATP; -// Increase anearobic fatigue -GVAR(anFatigue) = GVAR(anFatigue) + _anPower * (0.057 / GVAR(peakPower)) * 1.1; +GVAR(ae1Reserve) = 0 max (GVAR(ae1Reserve) - _ae1Power / GVAR(aeWattsPerATP)); +GVAR(ae2Reserve) = 0 max (GVAR(ae2Reserve) - _ae2Power / GVAR(aeWattsPerATP)); +GVAR(anReserve) = 0 max (GVAR(anReserve) - _anPower / GVAR(anWattsPerATP)); + +// Acidosis accumulation +GVAR(anFatigue) = GVAR(anFatigue) + _anPower * GVAR(maxPowerFatigueRatio) * 1.1; // Aerobic ATP reserve recovery -GVAR(ae1Reserve) = ((GVAR(ae1Reserve) + _oxygen * 6.60 * (GVAR(ae1PathwayPower) - _ae1Power) / GVAR(ae1PathwayPower) * GVAR(recoveryFactor)) min AE1_MAXRESERVE) max 0; -GVAR(ae2Reserve) = ((GVAR(ae2Reserve) + _oxygen * 5.83 * (GVAR(ae2PathwayPower) - _ae2Power) / GVAR(ae2PathwayPower) * GVAR(recoveryFactor)) min AE2_MAXRESERVE) max 0; +GVAR(ae1Reserve) = (GVAR(ae1Reserve) + _oxygen * GVAR(recoveryFactor) * AE1_ATP_RECOVERY * (GVAR(ae1PathwayPower) - _ae1Power) / GVAR(ae1PathwayPower)) min AE1_MAXRESERVE; +GVAR(ae2Reserve) = (GVAR(ae2Reserve) + _oxygen * GVAR(recoveryFactor) * AE2_ATP_RECOVERY * (GVAR(ae2PathwayPower) - _ae2Power) / GVAR(ae2PathwayPower)) min AE2_MAXRESERVE; -// Anaerobic ATP reserver and fatigue recovery -GVAR(anReserve) = ((GVAR(anReserve) - + (_ae1PathwayPowerFatigued + _ae2PathwayPowerFatigued - _ae1Power - _ae2Power) / GVAR(VO2MaxPower) * 56.7 * GVAR(anFatigue) ^ 2 * GVAR(recoveryFactor) -) min AN_MAXRESERVE) max 0; +private _aeSurplus = _ae1PathwayPowerFatigued + _ae2PathwayPowerFatigued - _ae1Power - _ae2Power; -GVAR(anFatigue) = ((GVAR(anFatigue) - - (_ae1PathwayPowerFatigued + _ae2PathwayPowerFatigued - _ae1Power - _ae2Power) * (0.057 / GVAR(peakPower)) * GVAR(anFatigue) ^ 2 * GVAR(recoveryFactor) -) min 1) max 0; +// Anaerobic ATP reserve recovery +GVAR(anReserve) = 0 max (GVAR(anReserve) + _aeSurplus / GVAR(VO2MaxPower) * AN_ATP_RECOVERY * GVAR(recoveryFactor) * (GVAR(anFatigue) max linearConversion [AN_MAXRESERVE, 0, GVAR(anReserve), 0, 0.75, true]) ^ 2) min AN_MAXRESERVE; // max linearConversion ensures that if GVAR(anFatigue) is very low, it will still regenerate reserves +// Acidosis recovery +GVAR(anFatigue) = 0 max (GVAR(anFatigue) - _aeSurplus * GVAR(maxPowerFatigueRatio) * GVAR(recoveryFactor) * GVAR(anFatigue) ^ 2) min 1; +// Respiratory rate decrease +GVAR(respiratoryRate) = GVAR(respiratoryRate) * GVAR(respiratoryBufferDivisor); + +// Respiratory rate increase +private _aePowerRatio = (GVAR(aePathwayPower) / _aePathwayPowerFatigued) min 2; +private _respiratorySampleDivisor = 1 / (RESPIRATORY_BUFFER * 4.72 * GVAR(VO2Max)); +GVAR(respiratoryRate) = (GVAR(respiratoryRate) + _currentWork * _respiratorySampleDivisor * _aePowerRatio) min 1; + +// Calculate a pseudo-perceived fatigue, which is used for effects GVAR(aeReservePercentage) = (GVAR(ae1Reserve) / AE1_MAXRESERVE + GVAR(ae2Reserve) / AE2_MAXRESERVE) / 2; GVAR(anReservePercentage) = GVAR(anReserve) / AN_MAXRESERVE; private _perceivedFatigue = 1 - (GVAR(anReservePercentage) min GVAR(aeReservePercentage)); -[ACE_player, _perceivedFatigue, _currentSpeed, GVAR(anReserve) == 0] call FUNC(handleEffects); +#ifdef DEBUG_MODE_FULL +systemChat format ["---- muscleDamage: %1 ----", GVAR(muscleDamage) toFixed 8]; +systemChat format ["---- ae2: %1 - an: %2 ----", (GVAR(ae2Reserve) / AE2_MAXRESERVE) toFixed 2, (GVAR(anReserve) / AN_MAXRESERVE) toFixed 2]; +systemChat format ["---- anFatigue: %1 - perceivedFatigue: %2 ----", GVAR(anFatigue) toFixed 2, _perceivedFatigue toFixed 2]; +systemChat format ["---- velocity %1 - respiratoryRate: %2 ----", (vectorMagnitude _velocity) toFixed 2, GVAR(respiratoryRate) toFixed 2]; +// systemChat format ["---- aePower: %1 ----", _aePathwayPowerFatigued toFixed 1]; +#endif + +[ACE_player, _perceivedFatigue, GVAR(anReserve) == 0, _fwdAngle, _sideAngle] call FUNC(handleEffects); if (GVAR(enableStaminaBar)) then { [GVAR(anReserve) / AN_MAXRESERVE] call FUNC(handleStaminaBar); }; -[FUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute; +[LINKFUNC(mainLoop), [], 1] call CBA_fnc_waitAndExecute; diff --git a/addons/advanced_fatigue/functions/fnc_renderDebugLines.sqf b/addons/advanced_fatigue/functions/fnc_renderDebugLines.sqf new file mode 100644 index 0000000000..3826637b9e --- /dev/null +++ b/addons/advanced_fatigue/functions/fnc_renderDebugLines.sqf @@ -0,0 +1,40 @@ +#include "..\script_component.hpp" +/* + * Author: ulteq + * Draw lines for debugging. + * + * Arguments: + * None + * + * Return Value: + * None + * + * Example: + * call ace_advanced_fatigue_fnc_renderDebugLines + * + * Public: No + */ + +addMissionEventHandler ["Draw3D", { + private _normal = surfaceNormal (getPosWorld ACE_player); + private _beg = (getPosWorld ACE_player) vectorAdd (_normal vectorMultiply 0.5); + private _end = _beg vectorAdd (_normal vectorMultiply 2); + drawLine3D [ASLToATL _beg, ASLToATL _end, [0, 1, 0, 1]]; + + private _side = vectorNormalized (_normal vectorCrossProduct [0, 0, 1]); + private _end = _beg vectorAdd (_side vectorMultiply 2); + drawLine3D [ASLToATL _beg, ASLToATL _end, [0, 0, 1, 1]]; + + private _up = vectorNormalized (_normal vectorCrossProduct _side); + private _end = _beg vectorAdd (_up vectorMultiply 2); + drawLine3D [ASLToATL _beg, ASLToATL _end, [1, 0, 0, 1]]; + + private _movementVector = vectorNormalized (velocity ACE_player); + private _end = _beg vectorAdd (_movementVector vectorMultiply 2); + drawLine3D [ASLToATL _beg, ASLToATL _end, [1, 1, 0, 1]]; + + private _sideVector = vectorNormalized (_movementVector vectorCrossProduct _normal); + _sideVector set [2, 0]; + private _end = _beg vectorAdd (_sideVector vectorMultiply 2); + drawLine3D [ASLToATL _beg, ASLToATL _end, [0, 1, 1, 1]]; +}]; diff --git a/addons/advanced_fatigue/initSettings.inc.sqf b/addons/advanced_fatigue/initSettings.inc.sqf index 9952a51d23..01eba8652d 100644 --- a/addons/advanced_fatigue/initSettings.inc.sqf +++ b/addons/advanced_fatigue/initSettings.inc.sqf @@ -4,12 +4,14 @@ [LSTRING(Enabled), LSTRING(Enabled_Description)], LSTRING(DisplayName), true, - true, { + 1, + { if (!_this) then { private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]; _staminaBarContainer ctrlSetFade 1; _staminaBarContainer ctrlCommit 0; }; + [QGVAR(enabled), _this] call EFUNC(common,cbaSettings_settingChanged) }, true // Needs mission restart @@ -21,7 +23,8 @@ [LSTRING(EnableStaminaBar), LSTRING(EnableStaminaBar_Description)], LSTRING(DisplayName), true, - true, { + 1, + { if (!_this) then { private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]; _staminaBarContainer ctrlSetFade 1; @@ -36,7 +39,8 @@ [LSTRING(FadeStaminaBar), LSTRING(FadeStaminaBar_Description)], LSTRING(DisplayName), true, - false, { + 0, + { if (!_this && GVAR(enabled) && GVAR(enableStaminaBar)) then { private _staminaBarContainer = uiNamespace getVariable [QGVAR(staminaBarContainer), controlNull]; _staminaBarContainer ctrlSetFade 0; @@ -50,8 +54,14 @@ "SLIDER", [LSTRING(PerformanceFactor), LSTRING(PerformanceFactor_Description)], LSTRING(DisplayName), - [0, 5, 1, 1], - true + [0, 10, 1, 2], + 1, + { + // Recalculate values if the setting is changed mid-mission + if (GVAR(enabled) && hasInterface && !isNull ACE_player) then { + [ACE_player, ACE_player] call FUNC(handlePlayerChanged); + }; + } ] call CBA_fnc_addSetting; [ @@ -59,8 +69,8 @@ "SLIDER", [LSTRING(RecoveryFactor), LSTRING(RecoveryFactor_Description)], LSTRING(DisplayName), - [0, 5, 1, 1], - true + [0, 10, 1, 2], + 1 ] call CBA_fnc_addSetting; [ @@ -68,8 +78,8 @@ "SLIDER", [LSTRING(LoadFactor), LSTRING(LoadFactor_Description)], LSTRING(DisplayName), - [0, 5, 1, 1], - true + [0, 5, 1, 2], + 1 ] call CBA_fnc_addSetting; [ @@ -77,6 +87,6 @@ "SLIDER", [LSTRING(TerrainGradientFactor), LSTRING(TerrainGradientFactor_Description)], LSTRING(DisplayName), - [0, 5, 1, 1], - true + [0, 5, 1, 2], + 1 ] call CBA_fnc_addSetting; diff --git a/addons/advanced_fatigue/script_component.hpp b/addons/advanced_fatigue/script_component.hpp index fcc8abd3c0..7e3255439f 100644 --- a/addons/advanced_fatigue/script_component.hpp +++ b/addons/advanced_fatigue/script_component.hpp @@ -16,14 +16,28 @@ #include "\z\ace\addons\main\script_macros.hpp" +#define UNDERWEAR_WEIGHT 3.5 + #define ANTPERCENT 0.8 #define SIM_BODYMASS 70 #define JOULES_PER_ML_O2 20.9 #define VO2MAX_STRENGTH 4.1 -#define REE 18.83 //((0.5617 * SIM_BODYMASS + 42.57) * 0.23) -#define OXYGEN 0.9 -#define WATTSPERATP 7 +#define BIOMECH_EFFICIENCY 0.23 +#define REE 18.83 // ((0.5617 * SIM_BODYMASS + 42.57) * BIOMECH_EFFICIENCY) -#define AE1_MAXRESERVE 4000000 -#define AE2_MAXRESERVE 84000 -#define AN_MAXRESERVE 2300 +#define RESPIRATORY_BUFFER 60 + +#define MUSCLE_TEAR_RATE 0.00004 +#define MUSCLE_RECOVERY 0.00000386 + +#define AE1_ATP_RELEASE_RATE 13.3 // mmol +#define AE2_ATP_RELEASE_RATE 16.7 // mmol +#define AN_ATP_RELEASE_RATE 113.3 // mmol + +#define AE1_ATP_RECOVERY 6.60 // mmol +#define AE2_ATP_RECOVERY 5.83 // mmol +#define AN_ATP_RECOVERY 56.70 // mmol + +#define AE1_MAXRESERVE 4000000 // mmol +#define AE2_MAXRESERVE 84000 // mmol +#define AN_MAXRESERVE 2300 // mmol diff --git a/docs/wiki/framework/advanced-fatigue-framework.md b/docs/wiki/framework/advanced-fatigue-framework.md index 93c9aa9b77..9afd9891d7 100644 --- a/docs/wiki/framework/advanced-fatigue-framework.md +++ b/docs/wiki/framework/advanced-fatigue-framework.md @@ -13,16 +13,18 @@ version: ## 1. Global Settings -ACE provides four settings to tweak Advanced Fatigue. Adjust these factors depending on how hard you want your experience to be. +ACE provides multiple settings to tweak Advanced Fatigue. Adjust these settings depending on how hard you want your experience to be. +- **Enabled:** This allow you to toggle Advanced Fatigue on or off. Mission needs to be restarted if this setting is changed. +- **Show stamina bar:** Shows/hides the stamina bar. +- **Fade Stamina bar automatically:** Adjusts transparency of the bar based on stamina status. - **Performance factor:** This influences the overall performance of players, malnourished or super soldiers, everything is possible. - **Recovery factor:** Do you like looking at the landscape or think breaks are boring? Whatever the case, this influences the length of your stamina breaks. - **Load factor:** If you believe a Javelin is the perfect companion for your .50 BMG sniper rifle you probably should tweak this setting. -- **Terrain factor**: Not everyone is used to mountainous terrain. Tweak this until you feel more at home. -- **Sway factor**: Influences the amount of weapon sway. Higher means more sway. - -Note that while there currently is no restriction on the value of these settings, it's generally recommended to keep them between 0 and 2. - +- **Terrain factor:** Not everyone is used to mountainous terrain. Tweak this until you feel more at home. +- **Sway factor:** Influences the amount of weapon sway. Higher means more sway. +- **Rested sway factor:** Influences the amount of weapon sway while rested is deployed. Higher means more sway. +- **Deployed sway factor:** Influences the amount of weapon sway while weapon is deployed. Higher means more sway. ## 2. Unit Specific Settings