ACE3/addons/overheating/functions/fnc_calculateCooling.sqf
Drofseh f83c605958
Overheating - Add cook off and rate of fire features and additional customization settings (#8064)
* Add jamming coef to change or disable jamming.

* change max to 5

* add setting for overheating effects distance, unjaming on barrel swap, increase rate of fire with heat

- add setting for overheating effects distance
- add unjaming on barrel swap, with setting
- add increase rate of fire with heat, with setting
- fix some formatting

* little tweaks

* add overheating cookoff feature

- add overheating cookoff feature
- add documentation
- bugfixes/improvements

* Update ace3-config-entries.md

* Update overheating-framework.md

* Update addons/overheating/XEH_postInit.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/XEH_postInit.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/functions/fnc_firedEH.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/stringtable.xml

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update docs/wiki/feature/overheating.md

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/stringtable.xml

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/functions/fnc_jamWeapon.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update addons/overheating/functions/fnc_jamWeapon.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* remove extra underwater cooling, make cookoffCoef enable cookoff

- add coef setting for heat generation per shot
- merge cookoff setting into cookoff coef setting
- remove check for water that increased cooling
- change max rof increase from heat to 10%
- change ammo heating to a less linear formula
- change cookoffCoef to effect inginition tempurature instead of heat amount
- delay cookoff shot until any firing animation is done
- update strings based on feedback

* Update stringtable.xml

* add cookoff notification

* improvements from play testing

- move ammo heat loop into seperate function with a tighter loop
- factor rain into cooling calculation
- handle cooling while swimming
- merge cookoff take event handler into fnc_handleTakeEH
- fix case where cookoff could potentially come from underbarrel weapon muzzle
- only add TakeEH if required by enabled settings
- improve cookoff muzzle/mode handling

* fix missing semi that I swear I already fixed before pushing

* Update overheating-framework.md

* Update fnc_updateAmmoTemperature.sqf

* include wind speed in cooling calculation

* cool with X

- add ace interactions to allow cooling with water sources when Ace X is loaded
- add documentation for cooling
- move getting barrel mass to a function

* documentation formatting

* Add config array for weapon jam types, as not all weapon can get all types IRL.

* remove variable that's not required

* add some compat entries for RHS

* fix merge conflict

* fix a happy little accident

* move to CBA settings, minor styling.

* Update error message in fnc_jamWeapon.sqf

Co-authored-by: jonpas <jonpas33@gmail.com>

* Apply suggestions from code review

Co-authored-by: TyroneMF <TyroneMF@hotmail.com>

Co-authored-by: jonpas <jonpas33@gmail.com>
Co-authored-by: TyroneMF <TyroneMF@hotmail.com>
2021-10-14 10:47:52 -05:00

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#include "script_component.hpp"
/*
* Author: esteldunedain
* Calculate the cooling down of a weapon over a time interval.
*
* Arguments:
* 0: Initial temperature <NUMBER>
* 1: Barrel mass <NUMBER>
* 2: Time interval <NUMBER>
*
* Return Value:
* Final temperature <NUMBER>
*
* Example:
* [_temperature, _barrelMass, _totalTime] call ace_overheating_fnc_calculateCooling
*
* Public: No
*/
params ["_temperature", "_barrelMass", "_totalTime"];
if (_temperature < 1) exitWith {0};
// If a long time passed since the last shot, there's no need to calculate anything; the weapon should be cool
if (_totalTime > 1800) exitWith {0};
//AR-15 (0.00570m bullet diameter) (barrel diameter usually 0.75" or 0.008255m radius)
//Steel Denisty = 7850 m^3 / kg
//Area of a cylinder (2/r)*(Pi * r^3 + V) - for a 0.008255m radius barrel -> Area = 210(1/meters) * Volume
//Adjusted volume for being hollowed out is ~1.1x
//So Area = 210 * 1.1 * (mass / 7850) = mass * 0.029427 (for steel near that diameter)
private _barrelSurface = _barrelMass * 0.029427;
private _convectionRate = 25;
//provide additional cooling if swimming or raining or windy
if (ACE_player call EFUNC(common,isSwimming)) then {
_convectionRate = 500;
} else {
// this will give a convection rate between 25 (no wind or rain) and 125 (max rain and >=50 m/s wind)
_convectionRate = _convectionRate * ((linearConversion [0,1,rain,1,5,true] + (5 min (vectorMagnitude wind / 10))) / 2);
};
TRACE_4("cooling",_temperature,_totalTime,_barrelMass,_barrelSurface);
private _time = 0;
while {true} do {
private _deltaTime = (_totalTime - _time) min 20;
_temperature = _temperature - (
// Convective cooling
_convectionRate * _barrelSurface * _temperature
// Radiative cooling
+ 0.4 * 5.67e-8 * _barrelSurface * ((_temperature + 273.15) ^ 4 - 273.15 ^ 4)
) * _deltaTime / (_barrelMass * 466);
if (_temperature < 1) exitWith {0};
if (isNil "_temperature") exitWith {
diag_log text format ["[ACE] ERROR: _totalTime = %1; _time = %2; _deltaTime = %3;", _totalTime, _time, _deltaTime];
0
};
_time = _time + _deltaTime;
if (_time >= _totalTime) exitWith { _temperature max 0 };
};