#include "script_component.hpp" private ["_darkenMap","_darkenColor","_createLight","_gunlight","_nearObjects","_light"]; // @todo: Update the way to check for flashlights _gunlight = isArray(configFile>> "CfgWeapons" >> currentWeapon player >>"ace_gunlight_classes") || {"ACE_MugLite" in weapons player}; _fnc_blendColor = { EXPLODE_3_PVT(_this,_c1,_c2,_alpha); [(_c1 select 0) * (1 - _alpha) + (_c2 select 0) * _alpha, (_c1 select 1) * (1 - _alpha) + (_c2 select 1) * _alpha, (_c1 select 2) * (1 - _alpha) + (_c2 select 2) * _alpha, (_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha] }; _lightTint = switch (true) do { case (sunOrMoon == 1.0) : { [1,1,1,1] }; case (sunOrMoon > 0.80) : {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8)/0.2] call _fnc_blendColor}; case (sunOrMoon > 0.50) : {[[0,0,0.1,1], [1.0 - overcast,0.2,0,1], (sunOrMoon - 0.5)/0.3] call _fnc_blendColor}; case (sunOrMoon <= 0.5) : { [0,0,0.1,1] }; }; _lightLevel = 0.04 + (0.96 * call EFUNC(common,ambientBrightness)); _fnc_calcColor = { EXPLODE_2_PVT(_this,_c1,_lightLevel); _l = abs(_lightLevel - 0.5) / 0.5; if (_lightLevel < 0.5) then { [(_c1 select 0) * _l * _l * _l, (_c1 select 1) * _l * _l * _l, (_c1 select 2) * _l * _l * _l, (_c1 select 3) * (1 - _lightLevel)] } else { [(_c1 select 0) * (1 - _l) + _l, (_c1 select 1) * (1 - _l) + _l, (_c1 select 2) * (1 - _l) + _l, (_c1 select 3) * (1 - _lightLevel)] }; }; _darkenMap = true; _createLight = false; // check if player has NVG enabled if (currentVisionMode ACE_player == 1) exitWith { // stick to nvg color _darkenMap = true; _darkenColor = [154/255,253/255,177/255,0.5]; _createLight = false; [_darkenMap,_darkenColor,_createLight] }; if (_lightLevel > 0.95) exitWith { [false, [1,1,1,0], false] }; // Check if player is not in a vehicle if (vehicle ACE_player == ACE_player) then { // Player is not in a vehicle TRACE_1("NOT in vehicle",""); // darken map, unless following cases are fulfilled // Priorities: Weapons flashlight, lamppost, fire, chemlight, flares // Check if player is near a campfires, lights or vehicles with lights on - 15m _nearObjects = [nearestObjects [ACE_player, ["All"], 15], {(inflamed _this) || (isLightOn _this)}] call EFUNC(common,filter); if (count (_nearObjects) > 0) then { _light = _nearObjects select 0; _lightLevel = _lightLevel max (1 - (((((ACE_player distance _light) - 5)/10) max 0) min 1)); TRACE_1("player near campfire",""); }; // TODO: Illumination flares (timed) // Using chemlights _fnc_chemLight = { EXPLODE_2_PVT(_this,_no,_lc); if (count (_no) == 0) exitWith {}; _light = _no select 0; _ll = (1 - ((((ACE_player distance _light) - 2)/2) max 0)) * 0.4; if (_ll > _lightLevel) then { _lightLevel = _ll; _lightTint = +_lc; hint format ["%1 %2",ACE_player distance _light,_ll]; }; TRACE_1("player near chemlight",""); }; _nearObjects = [ACE_player nearObjects ["Chemlight_red", 4], {alive _this}] call EFUNC(common,filter); [_nearObjects, [1,0,0,1]] call _fnc_chemLight; _nearObjects = [ACE_player nearObjects ["Chemlight_green", 4], {alive _this}] call EFUNC(common,filter); [_nearObjects, [0,1,0,1]] call _fnc_chemLight; _nearObjects = [ACE_player nearObjects ["Chemlight_blue", 4], {alive _this}] call EFUNC(common,filter); [_nearObjects, [0,0,1,1]] call _fnc_chemLight; _nearObjects = [ACE_player nearObjects ["Chemlight_yellow", 4], {alive _this}] call EFUNC(common,filter); [_nearObjects, [1,1,0,1]] call _fnc_chemLight; // Gun with light if (_gunlight) then { _darkenMap = false; _createLight = true; TRACE_1("using gun light",""); }; } else { // Player is in a vehicle if ((vehicle ACE_player) isKindOf "Tank") exitWith { _darkenMap = false; _createLight = false; }; // check if vehicle is not of following type: parachute TRACE_1("in vehicle",""); // darken map if vehicle is kind of bicycle or motorbike or ATV or parachute or PBX boat if (vehicle ACE_player isKindOf "Bicycle" || {vehicle ACE_player isKindOf "Motorcycle"}) then { if (_gunlight) then { _darkenMap = false; _createLight = true; TRACE_1("bright map - gun lights",""); } else { _darkenColor = [0,0,0,(_alpha*1.1)]; TRACE_1("darken map - no lights",""); }; } else { // do not darken map, but create a lightpoint at players eye pos to simulate dash light / flashlight usage to view map // do nothing if in a tank or apc _darkenMap = false; _createLight = true; TRACE_1("using vehicle light",""); }; }; _darkenColor = [_lightTint, _lightLevel] call _fnc_calcColor; TRACE_4("",_darkenMap,_darkenColor,_createLight); [_darkenMap,_darkenColor,_createLight]