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https://github.com/EpochModTeam/Epoch.git
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9945f9246e
Added some missing and new configs to CfgEpochClient Added Energy settings for default map sources to CfgBaseBuilding Included wind / overcast / distance to energy calculations (depents on powertype) - Solars are affected by SunOrMoon and overcast - Windmills are affected by wind - Satellites are affected by distance
143 lines
5.2 KiB
Plaintext
143 lines
5.2 KiB
Plaintext
_position = getPosATL player;
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_nearestLocations = nearestLocations[player, _radioactiveLocations, 300];
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EPOCH_nearestLocations = _nearestLocations;
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_powerSources = nearestObjects[player, _energyPowerSources, _energyRange];
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// TODO: add more sources and config based check instead of global var
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// _nearestLocations removed as they don't support getVariable
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// All sources used as a temp solution, please re-use as much as you can.
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_allSources = nearestObjects[player, ["All"], _radiatedObjMaxRange];
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_nearbyRadioactiveObjects = _allSources select {(_x getVariable ["EPOCH_Rads", []]) select 0 > 0};
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// check if player is out of map bounds.
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_radsLevel = 0;
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_worldSize = worldSize/2;
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_outOfBounds = !(player inArea [[_worldSize,_worldSize,0], _worldSize, _worldSize, 0, true ]);
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{
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_location = [];
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_LocName = (_x select 0) joinString " ";
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{
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if( (str _x) == _LocName ) exitwith { _location = _x; };
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} foreach _nearestLocations;
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if !(_location isEqualTo []) then {
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_x select 1 params ["_str","_intensity"];
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_dist = player distance getPos _location;
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_radIntensity = if (_dist <= _intensity) then {
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_str / _dist
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} else {
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0
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};
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_radsLevel = _radsLevel + _radIntensity;
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};
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}foreach EPOCH_radioactiveLocations;
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if (_outOfBounds) then {
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// player is out of map bounds, give ten times background rads
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["You are out of the play area!", 5] call Epoch_message;
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_radsLevel = _outOfBoundsRadiation;
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} else {
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// radiated objects or locations nearby
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if !(_nearbyRadioactiveObjects isEqualTo []) then {
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{
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_x getVariable "EPOCH_Rads" params ["_str","_intensity"];
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_dist = player distance _x;
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_radIntensity = if (_dist <= _intensity) then {
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_str / _dist
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} else {
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0
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};
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_radsLevel = _radsLevel + _radIntensity;
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}forEach _nearbyRadioactiveObjects;
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};
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};
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//Reduce radiation by 90%
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if ("radiation_mask_epoch" in assignedItems player) then {
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_radsLevel = _radsLevel - (90 / 100 * _radsLevel);
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};
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//Reduce radiation by 50% for respirators (easy to find loot in construction sites?)
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if ("respirator_placeholder" in assignedItems player) then {
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_radsLevel = _radsLevel / 2;
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};
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//Reduce % radiation from max armor value possible
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_maxArmor = (missionNamespace getVariable ["EPOCH_MAX_ARMOR",[0,0,0,2300]]) select 3;
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_currentArmor = ((uniform player) call EPOCH_uniformArmorCalc) + ((vest player) call EPOCH_gearArmorCalc) + ((headgear player) call EPOCH_gearArmorCalc);
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_currentArmorPercent = 100 - (_currentArmor / _maxArmor * 100);
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_radsLevel = _currentArmorPercent / 100 * _radsLevel;
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//Reduce radiation by 100% TODO: move this to top, no point in doing all this calc if hazmat is on.
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if (uniform player in ["Epoch_RadiationSuit_F","Epoch_RadiationSuit_M"]) then {
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_radsLevel = 0;
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};
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// Radiation Handler
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_playerRadiation = missionNamespace getVariable [_playerRadiationKey, _playerRadiationDefault];
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_playerImmunity = missionNamespace getVariable [_playerImmunityKey, _playerImmunityDefault];
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if (_radsLevel > 0) then { // increase rads based on radiation levels
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_playerRadiation = [_playerRadiationKey,_radsLevel,_playerRadiationMax,_playerRadiationMin] call EPOCH_fnc_setVariableLimited;
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} else { //Decrease rad level, but at a cost of immunity loss
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if (_playerRadiation > 0) then {
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_playerRadiation = [_playerRadiationKey,(_baseRadiationLoss * _playerImmunity / 100),_playerRadiationMax,_playerRadiationMin] call EPOCH_fnc_setVariableLimited;
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_playerImmunity = [_playerImmunityKey,_baseRadiationLossImmunityPenalty,_playerImmunityMax,_playerImmunityMin] call EPOCH_fnc_setVariableLimited;
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};
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};
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if !(surfaceIsWater _position) then {
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if (_nearestLocations isEqualTo []) then{
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if (count(player nearEntities["Animal_Base_F", 800]) < 2) then {
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call EPOCH_client_loadAnimalBrain;
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};
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};
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} else {
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// spawn shark if player is deep water and not in vehicle
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if !(_isOnFoot) then{
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_offsetZ = ((_position vectorDiff getPosASL player) select 2);
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if (_offsetZ > 50) then {
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["GreatWhite_F", player, true] call EPOCH_unitSpawn;
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};
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};
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};
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// default power state
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_chargeRate = 0;
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// energy Charge from nearby power plants
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if !(_powerSources isEqualTo[]) then {
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_totalCapacity = 0;
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{
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_powerClass = typeOf _x;
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_powerCap = getNumber(_cfgBaseBuilding >> _powerClass >> "powerCapacity");
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_powerType = getNumber(_cfgBaseBuilding >> _powerClass >> "powerType");
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if (_powerCap == 0) then {
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_powerCap = 100;
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};
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_powerCap = switch _powerType do {
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case 1: {if (sunOrMoon == 1) then {_powerCap * (1-overcast)} else {(_powerCap * (1 - overcast))/2}};
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case 2: {_powerCap * windstr};
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case 3: {_powerCap * (1 - ((player distance _x) / _energyRange))};
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default {_powerCap};
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};
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_totalCapacity = _totalCapacity + _powerCap;
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} forEach _powerSources;
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if (_totalCapacity > 0) then {
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_players = player nearEntities[["Epoch_Male_F", "Epoch_Female_F"], _energyRange];
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if (_players isEqualTo []) then {
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_chargeRate = round _totalCapacity;
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} else {
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_chargeRate = round (_totalCapacity / (count _players));
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};
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};
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};
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// alive time handler
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_playerAliveTime = round(_playerAliveTime + (_tickTime - _clientAliveTimer));
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missionNamespace setVariable [_playerAliveTimeKey, _playerAliveTime];
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_clientAliveTimer = _tickTime;
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// force update after 60 seconds
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_forceUpdate = true;
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