Advanced Fatigue - Various improvements (continuation of #5723) (#9714)

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: ulteq <ulteq@web.de>
Co-authored-by: LinkIsGrim <salluci.lovi@gmail.com>
This commit is contained in:
johnb432
2024-06-22 19:53:08 +02:00
committed by GitHub
parent cd66f495ad
commit f86e882b18
11 changed files with 290 additions and 125 deletions

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@ -9,3 +9,4 @@ PREP(handleStaminaBar);
PREP(mainLoop);
PREP(moduleSettings);
PREP(removeDutyFactor);
PREP(renderDebugLines);

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@ -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);
};

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@ -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 <OBJECT>

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@ -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 <OBJECT>
* 1: Speed <NUMBER>
* 0: Duty of animation
* 1: Mass of unit <NUMBER>
* 2: Terrain gradient <NUMBER>
* 3: Terrain factor <NUMBER>
* 4: Speed <NUMBER>
*
* Return Value:
* Metabolic cost <NUMBER>
*
* 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
};

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@ -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 <OBJECT>
* 1: Fatigue <NUMBER>
* 2: Speed <NUMBER>
* 3: Overexhausted <BOOL>
* 2: Overexhausted <BOOL>
* 3: Forward Angle <NUMBER>
* 4: Side Angle <NUMBER>
*
* 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);
};
};

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@ -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 <OBJECT>
@ -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;

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@ -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;

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@ -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]];
}];

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@ -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;

View File

@ -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