/* * Author: Rocko and esteldunedain * Calculates the current map illumination for a given unit * * Arguments: * 0: Unit * * Return Value: * 0: Does the map needs shading? * 1: Color of the overlay * * Example: * call ACE_map_fnc_determineMapLight * * Public: No */ #include "script_component.hpp" params ["_unit"]; // Blend two colors private _fnc_blendColor = { params ["_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] }; // Ambient light tint depending on time of day private _lightTint = call { if (sunOrMoon == 1.0) exitWith {[0.5,0.5,0.5,1]}; if (sunOrMoon > 0.80) exitWith {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8) / 0.2] call _fnc_blendColor}; if (sunOrMoon > 0.50) exitWith {[[0,0,0.1,1], [1.0 - overcast,0.2,0,1], (sunOrMoon - 0.5) / 0.3] call _fnc_blendColor}; if (sunOrMoon <= 0.5) exitWith {[0,0,0.1,1]}; [0,0,0,0] }; private _lightLevel = 0.04 + (0.96 * call EFUNC(common,ambientBrightness)); // Do not obscure the map if the ambient light level is above 0.95 if (_lightLevel > 0.95) exitWith { [false, [1,1,1,0]] }; private _vehicle = vehicle _unit; // Do not obscure the map if the player is on a enclosed vehicle (assume internal illumination) if ((_vehicle != _unit) && {(!isTurnedOut _unit)} && GVAR(vehicleLightCondition) && {!((_unit call CBA_fnc_turretPath) in GVAR(vehicleExteriorTurrets))}) exitWith { TRACE_1("Player in a enclosed vehicle",GVAR(vehicleLightColor)); [!(GVAR(vehicleLightColor) isEqualTo [1,1,1,0]), GVAR(vehicleLightColor)] }; // Player is not in a vehicle TRACE_1("Player is on foot or in an open vehicle",""); // Check if player is near a campfires, streetlamps, units with flashlights, vehicles with lights on, etc. - 40m { _lightLevel = _lightLevel max ([_unit, _x] call EFUNC(common,lightIntensityFromObject)); } forEach nearestObjects [_unit, ["All"], 40]; // @todo: Illumination flares (timed) // Using chemlights private _nearObjects = (_unit nearObjects ["Chemlight_base", 4]) select {alive _x}; if !(_nearObjects isEqualTo []) then { private _nearestlight = _nearObjects select 0; private _lightLevelTemp = (1 - ((((_unit distance _nearestlight) - 2) / 2) max 0)) * 0.4; if (_lightLevelTemp > _lightLevel) then { private _flareTint = getArray (configFile >> "CfgLights" >> (getText (configFile >> (getText (configFile >> "CfgAmmo" >> typeOf _nearestlight >> "EffectsSmoke")) >> "Light1" >> "type")) >> "color"); _lightTint = [_lightTint, _flareTint, (_lightLevelTemp - _lightLevel) / (1 - _lightLevel)] call _fnc_blendColor; _lightLevel = _lightLevelTemp; TRACE_1("player near chemlight",""); }; }; // Do not obscure the map if the ambient light level is above 0.95 if (_lightLevel > 0.95) exitWith { [false, [1,1,1,0]] }; // Calculate resulting map color from tint and light level private _halfLight = _lightLevel / 0.5; private _finalLevel = if (_lightLevel < 0.5) then { [(_lightTint select 0) * _halfLight, (_lightTint select 1) * _halfLight, (_lightTint select 2) * _halfLight, (_lightTint select 3) * (1 - _lightLevel)] } else { _halfLight = (_lightLevel - 0.5) / 0.5; [(_lightTint select 0) * (1 - _halfLight) + _halfLight, (_lightTint select 1) * (1 - _halfLight) + _halfLight, (_lightTint select 2) * (1 - _halfLight) + _halfLight, (_lightTint select 3) * (1 - _lightLevel)] }; [true, _finalLevel]