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e7ebbd5750
* Customized map lighting for vehicle interiors * Tabs for cases * Add wiki for new configs * V
101 lines
3.6 KiB
Plaintext
101 lines
3.6 KiB
Plaintext
/*
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* Author: Rocko and esteldunedain
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* Calculates the current map illumination for a given unit
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*
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* Arguments:
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* 0: Unit <OBJECT>
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*
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* Return Value:
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* 0: Does the map needs shading? <BOOL>
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* 1: Color of the overlay <ARRAY>
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*
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* Example:
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* call ACE_map_fnc_determineMapLight
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*
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* Public: No
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*/
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#include "script_component.hpp"
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params ["_unit"];
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// Blend two colors
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private _fnc_blendColor = {
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params ["_c1", "_c2", "_alpha"];
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[(_c1 select 0) * (1 - _alpha) + (_c2 select 0) * _alpha,
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(_c1 select 1) * (1 - _alpha) + (_c2 select 1) * _alpha,
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(_c1 select 2) * (1 - _alpha) + (_c2 select 2) * _alpha,
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(_c1 select 3) * (1 - _alpha) + (_c2 select 3) * _alpha]
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};
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// Ambient light tint depending on time of day
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private _lightTint = call {
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if (sunOrMoon == 1.0) exitWith {[0.5,0.5,0.5,1]};
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if (sunOrMoon > 0.80) exitWith {[[1.0 - overcast,0.2,0,1], [1,1,1,1], (sunOrMoon - 0.8) / 0.2] call _fnc_blendColor};
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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};
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if (sunOrMoon <= 0.5) exitWith {[0,0,0.1,1]};
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[0,0,0,0]
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};
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private _lightLevel = 0.04 + (0.96 * call EFUNC(common,ambientBrightness));
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// Do not obscure the map if the ambient light level is above 0.95
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if (_lightLevel > 0.95) exitWith {
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[false, [1,1,1,0]]
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};
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private _vehicle = vehicle _unit;
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// Do not obscure the map if the player is on a enclosed vehicle (assume internal illumination)
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if ((_vehicle != _unit) && {(!isTurnedOut _unit)} && GVAR(vehicleLightCondition) && {!((_unit call CBA_fnc_turretPath) in GVAR(vehicleExteriorTurrets))}) exitWith {
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TRACE_1("Player in a enclosed vehicle",GVAR(vehicleLightColor));
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[!(GVAR(vehicleLightColor) isEqualTo [1,1,1,0]), GVAR(vehicleLightColor)]
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};
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// Player is not in a vehicle
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TRACE_1("Player is on foot or in an open vehicle","");
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// Check if player is near a campfires, streetlamps, units with flashlights, vehicles with lights on, etc. - 40m
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{
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_lightLevel = _lightLevel max ([_unit, _x] call EFUNC(common,lightIntensityFromObject));
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} forEach nearestObjects [_unit, ["All"], 40];
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// @todo: Illumination flares (timed)
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// Using chemlights
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private _nearObjects = (_unit nearObjects ["Chemlight_base", 4]) select {alive _x};
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if !(_nearObjects isEqualTo []) then {
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private _nearestlight = _nearObjects select 0;
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private _lightLevelTemp = (1 - ((((_unit distance _nearestlight) - 2) / 2) max 0)) * 0.4;
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if (_lightLevelTemp > _lightLevel) then {
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private _flareTint = getArray (configFile >> "CfgLights" >> (getText (configFile >> (getText (configFile >> "CfgAmmo" >> typeOf _nearestlight >> "EffectsSmoke")) >> "Light1" >> "type")) >> "color");
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_lightTint = [_lightTint, _flareTint, (_lightLevelTemp - _lightLevel) / (1 - _lightLevel)] call _fnc_blendColor;
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_lightLevel = _lightLevelTemp;
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TRACE_1("player near chemlight","");
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};
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};
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// Do not obscure the map if the ambient light level is above 0.95
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if (_lightLevel > 0.95) exitWith {
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[false, [1,1,1,0]]
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};
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// Calculate resulting map color from tint and light level
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private _halfLight = _lightLevel / 0.5;
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private _finalLevel = if (_lightLevel < 0.5) then {
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[(_lightTint select 0) * _halfLight,
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(_lightTint select 1) * _halfLight,
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(_lightTint select 2) * _halfLight,
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(_lightTint select 3) * (1 - _lightLevel)]
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} else {
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_halfLight = (_lightLevel - 0.5) / 0.5;
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[(_lightTint select 0) * (1 - _halfLight) + _halfLight,
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(_lightTint select 1) * (1 - _halfLight) + _halfLight,
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(_lightTint select 2) * (1 - _halfLight) + _halfLight,
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(_lightTint select 3) * (1 - _lightLevel)]
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};
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[true, _finalLevel]
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