Epoch/Sources/epoch_code/compile/setup/masterLoop/Event1.sqf
vbawol ba6f19e7bb b653 pt1
- fixed a typo in takeCrypto and updated private array
- moved epoch_2DCtrlHeartbeat to is Critical logic so it only beats when
critical (todo make slower faster based on high or low status)
2016-11-11 16:43:48 -06:00

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// init
_forceUpdate = false;
_forceBloodRise = false;
_forceFatigue = false;
_allowBloodDrop = false;
_forceStaminaDrop = false;
_warnbloodPressure = EPOCH_playerBloodP > 120;
_increaseStamina = true;
_val = 0;
// AR HUD Target start
_currentTarget = objNull;
_currentTargetMode = 0;
_cursorTarget = ([10] call EPOCH_fnc_cursorTarget);
if (!isNull _cursorTarget && {!(EPOCH_target isEqualTo _cursorTarget)}) then {
_interactType = typeOf _cursorTarget;
_interaction = (_cfgObjectInteractions >> _interactType);
if (isClass(_interaction)) then {
_currentTargetMode = getNumber (_interaction >> "interactMode");
_allowTarget = switch (getNumber (_interaction >> "aliveState")) do {
case 1: {!(alive _cursorTarget)};
case 2: {(alive _cursorTarget)};
default {true};
};
if (_allowTarget) then {
_currentTarget = _cursorTarget;
};
} else {
// AllVehicles = vehicles=0, bases=1
if (_cursorTarget isKindOf "AllVehicles") then {
_currentTarget = _cursorTarget;
} else {
if (_cursorTarget isKindOf "Constructions_modular_F" || _cursorTarget isKindOf "Constructions_static_F") then {
_currentTargetMode = 1;
_currentTarget = _cursorTarget;
};
};
};
};
EPOCH_currentTarget = _currentTarget;
EPOCH_currentTargetMode = _currentTargetMode;
// AR HUD target end
// dynamic HUD start
{
_x params [["_selectedVar",[]],["_HUDclass","topRight"],["_ctrlText",""],["_criticalAttributes",[]]];
_selectedVar params [["_selVarName",""],["_selVarType",""],["_selVarSubData",""],["_extraLogicRaw",[]],["_customVarLimits",[]]];
_varIndex = EPOCH_customVars find _selVarName;
if (_varIndex != -1 || !(_customVarLimits isEqualTo [])) then {
if (_customVarLimits isEqualTo []) then {
_customVarLimits = EPOCH_customVarLimits select _varIndex;
};
_currentVarVal = [_selVarName,_varIndex,_selVarType,_selVarSubData] call _fnc_returnHudVar;
_customVarLimits params [["_playerLimitMax",100],["_playerLimitMin",0],["_playerWarnLimit",101],["_playerCriticalLimit",101],["_playerWarnLow",0],["_playerCriticalLow",0]];
_extraLogic = false;
if !(_extraLogicRaw isEqualTo []) then {
_extraLogicRaw params [["_extraLogicType",""],["_extraLogicCond",""],["_extraLogicData",""]];
_extraLogicVarName = "";
_extraLogicDefaultValue = "";
if (_extraLogicType isEqualType []) then {
_extraLogicType params [["_extraLogicVarName",""],["_extraLogicType",""],["_extraLogicDefaultValue",""]];
};
_extraVarIndex = EPOCH_customVars find _extraLogicVarName;
_extraLogic = [([_extraLogicVarName,_extraVarIndex,_extraLogicType,_extraLogicDefaultValue] call _fnc_returnHudVar),_extraLogicCond,_extraLogicData] call _fnc_arrayToLogic;
};
if (_playerLimitMax isEqualType "") then {
_playerLimitMax = missionNamespace getVariable [_playerLimitMax, 0];
};
if (_playerLimitMin isEqualType "") then {
_playerLimitMin = missionNamespace getVariable [_playerLimitMin, 0];
};
_warnLow = _currentVarVal < _playerWarnLow;
_warnHigh = _currentVarVal > _playerWarnLimit;
_criticalLow = _currentVarVal <= _playerCriticalLow;
_criticalHigh = _currentVarVal >= _playerCriticalLimit;
if (_warnHigh || _warnLow || _extraLogic) then {
_hudIndex = missionNamespace getVariable [format["EPOCH_dynHUD_%1",_HUDclass],1];
_curCtrl = [_HUDclass,_hudIndex] call epoch_getHUDCtrl;
missionNamespace setVariable [format["EPOCH_dynHUD_%1",_HUDclass], _hudIndex + 1];
if (_ctrlText isEqualType []) then {
_ctrlText = if (_warnHigh) then {_ctrlText select 0} else {_ctrlText select 1};
};
_curCtrl ctrlSetText _ctrlText;
_critical = (_criticalHigh || _criticalLow);
if (_critical) then {
_forceUpdate = "forceUpdate" in _criticalAttributes;
_forceFatigue = "forceFatigue" in _criticalAttributes;
_forceBloodRise = "forceBloodRise" in _criticalAttributes;
[_curCtrl,0.55] call epoch_2DCtrlHeartbeat;
};
// todo make this reversable or even limited to a color range.
_color = [_playerLimitMin,_playerLimitMax,_currentVarVal,1] call EPOCH_colorRange;
_curCtrl ctrlSetTextColor _color;
};
};
} forEach _hudConfigs;
// dynamic HUD end
// cause Fatigue if cold or hot, also increase blood pressure if thristy or hungry.
if (_forceBloodRise || _forceFatigue) then {
_increaseStamina = false;
} else {
if (EPOCH_playerStamina > 0 && !_panic) then {
_allowBloodDrop = true;
};
};
// force Fatigue
if (_forceFatigue) then {
player setFatigue 1;
} else {
if (!_warnbloodPressure) then {
player setFatigue 0;
};
};
// force Blood Pressure Rise
if (_forceBloodRise) then {
EPOCH_playerBloodP = (EPOCH_playerBloodP + 0.05) min 190;
} else {
if (_allowBloodDrop) then {
// allow player to bleed out
_lowerBPlimit = [100,0] select (isBleeding player);
EPOCH_playerBloodP = EPOCH_playerBloodP - 1 max _lowerBPlimit;
};
};
// check if player On Foot
if (isNull objectParent player) then {
_val = log(abs(speed player));
_staminaThreshold = [0.7,0.3] select EPOCH_playerIsSwimming;
if (_val > _staminaThreshold) then {
_forceStaminaDrop = true;
};
};
// Decrease Stamina
if (_forceStaminaDrop) then {
EPOCH_playerStamina = (EPOCH_playerStamina - (_val/4)) max 0;
} else {
// Increase Stamina if player is not Fatigued
if (_increaseStamina && (getFatigue player) == 0) then {
EPOCH_playerStamina = (EPOCH_playerStamina + 0.5) min EPOCH_playerStaminaMax;
};
};
// force update
if (_forceUpdate) then {
true call EPOCH_pushCustomVar;
};
// ~ debug
if (EPOCH_debugMode) then {
call EPOCH_debugMonitor;
};
// player to player trade loop
call EPOCH_TradeLoop;
// blank out unused hud elements and prepare for next loop
_hudIndex = missionNamespace getVariable [format["EPOCH_dynHUD_%1","topRight"],1];
for "_i" from _hudIndex to 9 do {
_c = ["topRight",_i] call epoch_getHUDCtrl;
_c ctrlSetText "";
};
missionNamespace setVariable [format["EPOCH_dynHUD_%1","topRight"], nil];