mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
742626ff1a
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
63 lines
2.0 KiB
Plaintext
63 lines
2.0 KiB
Plaintext
#include "..\script_component.hpp"
|
|
/*
|
|
* Author: Rocko and esteldunedain
|
|
* Calculates the current map illumination for a given unit
|
|
*
|
|
* Arguments:
|
|
* 0: Unit <OBJECT>
|
|
*
|
|
* Return Value:
|
|
* 0: Does the map needs shading? <BOOL>
|
|
* 1: Color of the overlay <ARRAY>
|
|
*
|
|
* Example:
|
|
* [player] call ACE_map_fnc_determineMapLight
|
|
*
|
|
* Public: No
|
|
*/
|
|
|
|
params ["_unit"];
|
|
|
|
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) isNotEqualTo [1,1,1,0], GVAR(vehicleLightColor)]
|
|
};
|
|
|
|
// Player is not in a vehicle
|
|
TRACE_1("Player is on foot or in an open vehicle","");
|
|
|
|
getLightingAt _unit params ["_ambientLightColor", "_ambientLightBrightness", "_dynamicLightColor", "_dynamicLightBrightness"];
|
|
|
|
private _brightness = _ambientLightBrightness + _dynamicLightBrightness;
|
|
if (_brightness > 3000) exitWith {[false, [1,1,1,0]]};
|
|
|
|
private _alfa = switch (true) do {
|
|
case (_brightness <= 0.2): { 1 };
|
|
case (_brightness <= 2): { linearConversion [0.2, 2, _brightness, 1, 0.86] };
|
|
case (_brightness <= 10): { linearConversion [2, 10, _brightness, 0.86, 0.6] };
|
|
case (_brightness <= 100): { linearConversion [10, 100, _brightness, 0.6, 0.3] };
|
|
case (_brightness <= 200): { linearConversion [100, 200, _brightness, 0.3, 0.14] };
|
|
default { linearConversion [200, 3000, _brightness, 0.14, 0] };
|
|
};
|
|
|
|
private _finalLightColor = [];
|
|
{
|
|
private _finalColor = (_ambientLightBrightness * _x + _dynamicLightBrightness * (_dynamicLightColor select _forEachIndex)) / _brightness;
|
|
if (_alfa > 0.5) then {
|
|
_finalColor = _finalColor * (1 - _alfa) / 3;
|
|
};
|
|
_finalLightColor pushBack _finalColor;
|
|
} forEach _ambientLightColor;
|
|
|
|
_finalLightColor pushBack _alfa;
|
|
|
|
[true, _finalLightColor]
|