ACE3/addons/weather/functions/fnc_displayWindInfo.sqf
Fabio Schick c88e1abd0e
Weather - More permissive wind info indicator + auto-enabling when throwing grenades (#9820)
* More permissive displaying of Wind Info

* Temporary Wind Info while throwing Grenades

* Add Temporary Wind Info Setting

* Safer reading of EGVAR from addon that may not be loaded

* Show Wind Info only in Static Vehicles

* Improve Exclusion Check

Co-Authored-By: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Improve Abort Checks on Keybind Statements

Co-Authored-By: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Raise eyePos when inside Static Weapon

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-03-26 09:59:48 -03:00

120 lines
4.7 KiB
Plaintext

#include "..\script_component.hpp"
/*
* Author: Ruthberg
* Displays a wind info (colored arrow) in the top left corner of the screen
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_weather_fnc_displayWindInfo
*
* Public: No
*/
#define __dsp (uiNamespace getVariable "RscWindIntuitive")
#define __ctrl (__dsp displayCtrl 132948)
if (GVAR(WindInfo)) exitWith {
GVAR(WindInfo) = false;
(["RscWindIntuitive"] call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
true
};
EGVAR(advanced_ballistics,Protractor) = false;
1 cutText ["", "PLAIN"];
GVAR(WindInfo) = true;
TRACE_1("Starting Wind Info PFEH",GVAR(WindInfo));
[{
disableSerialization;
params ["", "_pfID"];
// Allow wind indicator inside static weapons
private _playerInStaticWeapon = objectParent ACE_Player isKindOf "StaticWeapon";
if (
(!GVAR(WindInfo)) ||
{!([ACE_player, ACE_player, ["notOnMap", "isNotDragging", "isNotCarrying", "isNotSitting"]] call EFUNC(common,canInteractWith)) && !(_playerInStaticWeapon)}
) exitWith {
TRACE_1("Ending Wind Info PFEH",GVAR(WindInfo));
GVAR(WindInfo) = false;
(["RscWindIntuitive"] call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
[_pfID] call CBA_fnc_removePerFrameHandler;
};
//Keeps the display open:
(["RscWindIntuitive"] call BIS_fnc_rscLayer) cutRsc ["RscWindIntuitive", "PLAIN", 1, false];
private _playerEyePos = eyePos ACE_Player;
if (_playerInStaticWeapon) then {
// Raise eyePos by 1 meter if player is in a static weapon, to prevent wind from being blocked by the open vehicle
_playerEyePos = _playerEyePos vectorAdd [0, 0, 1];
};
private _windSpeed = if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then {
// With wind gradient
[_playerEyePos, true, true, true] call FUNC(calculateWindSpeed);
} else {
// Without wind gradient
[_playerEyePos, false, true, true] call FUNC(calculateWindSpeed);
};
private _playerDir = (ACE_player call CBA_fnc_headDir) select 0;
private _windDir = (wind select 0) atan2 (wind select 1);
_windDir = 30 * (round(((_windDir - _playerDir + 360) % 360) / 30));
// Color Codes from https://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale
private _beaufortNumber = 0;
private _windColor = [1, 1, 1, 1];
if (_windSpeed > 0.3) then { _windColor = [0.796, 1, 1, 1]; _beaufortNumber = 1; };
if (_windSpeed > 1.5) then { _windColor = [0.596, 0.996, 0.796, 1]; _beaufortNumber = 2; };
if (_windSpeed > 3.3) then { _windColor = [0.596, 0.996, 0.596, 1]; _beaufortNumber = 3; };
if (_windSpeed > 5.4) then { _windColor = [0.6, 0.996, 0.4, 1]; _beaufortNumber = 4; };
if (_windSpeed > 7.9) then { _windColor = [0.6, 0.996, 0.047, 1]; _beaufortNumber = 5; };
if (_windSpeed > 10.7) then { _windColor = [0.8, 0.996, 0.059, 1]; _beaufortNumber = 6; };
if (_windSpeed > 13.8) then { _windColor = [1, 0.996, 0.067, 1]; _beaufortNumber = 7; };
if (_windSpeed > 17.1) then { _windColor = [1, 0.796, 0.051, 1]; _beaufortNumber = 8; };
if (_windSpeed > 20.7) then { _windColor = [1, 0.596, 0.039, 1]; _beaufortNumber = 9; };
if (_windSpeed > 24.4) then { _windColor = [1, 0.404, 0.031, 1]; _beaufortNumber = 10; };
if (_windSpeed > 28.4) then { _windColor = [1, 0.22, 0.027, 1]; _beaufortNumber = 11; };
if (_windSpeed > 32.6) then { _windColor = [1, 0.078, 0.027, 1]; _beaufortNumber = 12; };
TRACE_3("update display",_beaufortNumber,_windDir,_windSpeed);
__ctrl ctrlSetTextColor _windColor;
if (_beaufortNumber > 0) then {
__ctrl ctrlSetText QPATHTOF(UI\wind_arrow_ca.paa);
__ctrl ctrlSetAngle [_windDir, 0.5, 0.5];
} else {
__ctrl ctrlSetText QPATHTOF(UI\wind_noneCircle_ca.paa);
};
__ctrl ctrlCommit 0;
//Update the beaufort balls:
(ctrlPosition __ctrl) params ["_ctrlX", "_ctrlY", "_ctrlWidth", "_ctrlHeight"];
private _centerX = _ctrlX + _ctrlWidth / 2;
private _centerY = _ctrlY + _ctrlHeight / 2;
private _ballHeight = _ctrlHeight / 17;
private _ballWidth = _ballHeight * 3/4;
for "_index" from 0 to (_beaufortNumber - 1) do {
private _ball = __dsp ctrlCreate ["RscPicture", _index];
_ball ctrlSetText QPATHTOF(UI\wind_dot_ca.paa);
_ball ctrlSetTextColor [1,1,1,1];
private _ballCenterX = _centerX - (_ballWidth / 2) + ((sin _windDir) * 0.013333) * (_index - 4.9) + ((cos _windDir) * 0.0125);
private _ballCenterY = _centerY - (_ballHeight / 2) - ((1 * cos _windDir) * 4/3*0.013333) * (_index - 4.9) + ((sin _windDir) * 0.0125);
_ball ctrlSetPosition [_ballCenterX, _ballCenterY, _ballWidth, _ballHeight];
_ball ctrlCommit 0;
};
}, 0.5, []] call CBA_fnc_addPerFrameHandler;
true