DayZ 1.27
DayZ Explorer by KGB
 
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UniversalTemperatureSourceLambdaBaseImpl.c
См. документацию.
2{
3 override void DryItemsInVicinity(UniversalTemperatureSourceSettings pSettings, vector position, out notnull array<Object> nearestObjects)
4 {
5 float distanceToTemperatureSource;
6
7 foreach (Object nearestObject : nearestObjects)
8 {
9 ItemBase nearestItem = ItemBase.Cast(nearestObject);
10
12 if (nearestItem && nearestItem.HasWetness() && nearestItem != pSettings.m_Parent && !nearestItem.IsInherited(Man) && !nearestItem.IsUniversalTemperatureSource())
13 {
14 distanceToTemperatureSource = vector.Distance(nearestItem.GetPosition(), position);
15 distanceToTemperatureSource = Math.Max(distanceToTemperatureSource, 0.3); //min distance cannot be 0 (division by zero)
16
17 float dryModifier = 0;
18
19 if (nearestItem.GetWet() >= GameConstants.STATE_DAMP)
20 {
21 dryModifier = (-1 * m_ExecuteInterval * nearestItem.GetDryingIncrement("groundHeatSource")) / distanceToTemperatureSource;
22 Math.Clamp(dryModifier, nearestItem.GetWetMin(), nearestItem.GetWetMax());
23 nearestItem.AddWet(dryModifier);
24 }
25
26 array<EntityAI> cargoEntities = new array<EntityAI>();
27 nearestItem.GetInventory().EnumerateInventory(InventoryTraversalType.INORDER, cargoEntities);
28 foreach (EntityAI cargoEntity : cargoEntities)
29 {
30 ItemBase cargoItem = ItemBase.Cast(cargoEntity);
31 if (cargoItem)
32 {
33 dryModifier = 0;
34 if (cargoItem.GetWet() >= GameConstants.STATE_DAMP)
35 {
36 dryModifier = (-1 * m_ExecuteInterval * cargoItem.GetDryingIncrement("groundHeatSource")) / distanceToTemperatureSource;
37 Math.Clamp(dryModifier, cargoItem.GetWetMin(), cargoItem.GetWetMax());
38 cargoItem.AddWet(dryModifier);
39 }
40 }
41 }
42 }
43 }
44 }
45
46 override void WarmAndCoolItemsInVicinity(UniversalTemperatureSourceSettings pSettings, vector position, out notnull array<Object> nearestObjects)
47 {
48 float distanceToTemperatureSource;
49 float tempTarget = pSettings.m_TemperatureItemCap;
50 EntityAI nearestEntity;
51
52 foreach (Object nearestObject : nearestObjects)
53 {
54 if (Class.CastTo(nearestEntity,nearestObject) && nearestEntity != pSettings.m_Parent && !nearestEntity.IsSelfAdjustingTemperature())
55 {
56 float temperatureDifference = tempTarget - nearestEntity.GetTemperature();
57
58 distanceToTemperatureSource = vector.Distance(nearestEntity.GetPosition(), position);
59 distanceToTemperatureSource = Math.Max(distanceToTemperatureSource, 0.1);
60
61 float time = m_ExecuteInterval;
62 if (m_ExecuteInterval == -1) //bogus time in the first execute
63 time = 1;
64
65 float distFactor = 1;
66 if (vector.Distance(nearestEntity.GetPosition(), position) > pSettings.m_RangeFull)
67 {
68 distFactor = Math.InverseLerp(pSettings.m_RangeMax,pSettings.m_RangeFull,distanceToTemperatureSource);
69 distFactor = Math.Max(distFactor, 0.0);
70 }
71
72 TemperatureDataInterpolated dta = new TemperatureDataInterpolated(tempTarget,ETemperatureAccessTypes.ACCESS_UTS,time,pSettings.m_TemperatureItemCoef * distFactor);
73
74 if (nearestEntity.GetInventory())
75 {
76 UpdateVicinityTemperatureRecursive(nearestEntity,dta);
77 }
78 else if (nearestEntity.CanHaveTemperature() && !nearestEntity.IsSelfAdjustingTemperature())
79 {
80 dta.m_HeatPermeabilityCoef = nearestEntity.GetHeatPermeabilityCoef();
81
82 if (Math.AbsFloat(temperatureDifference) >= GameConstants.TEMPERATURE_SENSITIVITY_THRESHOLD || !nearestEntity.IsFreezeThawProgressFinished()) //ignoring insignificant increments
83 nearestEntity.SetTemperatureEx(dta);
84 else
85 nearestEntity.RefreshTemperatureAccess(dta);
86 }
87 }
88 }
89 }
90
91 protected void UpdateVicinityTemperatureRecursive(EntityAI ent, TemperatureData dta, float heatPermeabilityCoef = 1.0)
92 {
93 float heatPermCoef = heatPermeabilityCoef;
94 heatPermCoef *= ent.GetHeatPermeabilityCoef();
95 dta.m_HeatPermeabilityCoef = heatPermCoef;
96
97 //handle temperature of this entity
98 if (ent.CanHaveTemperature() && !ent.IsSelfAdjustingTemperature())
99 {
100 float temperatureDifference = dta.m_AdjustedTarget - ent.GetTemperature();
101 if (Math.AbsFloat(temperatureDifference) >= GameConstants.TEMPERATURE_SENSITIVITY_THRESHOLD || !ent.IsFreezeThawProgressFinished()) //ignoring insignificant increments
102 ent.SetTemperatureEx(dta);
103 else
104 ent.RefreshTemperatureAccess(dta);
105 }
106
107 // go through any attachments and cargo, recursive
108 int inventoryAttCount = ent.GetInventory().AttachmentCount();
109 if (inventoryAttCount > 0)
110 {
111 EntityAI attachmentEnt;
112 for (int inAttIdx = 0; inAttIdx < inventoryAttCount; ++inAttIdx)
113 {
114 if (Class.CastTo(attachmentEnt,ent.GetInventory().GetAttachmentFromIndex(inAttIdx)))
115 {
116 UpdateVicinityTemperatureRecursive(attachmentEnt,dta,heatPermCoef);
117 }
118 }
119 }
120
121 if (ent.GetInventory().GetCargo())
122 {
123 int inventoryItemCount = ent.GetInventory().GetCargo().GetItemCount();
124 if (inventoryItemCount > 0)
125 {
126 EntityAI cargoEnt;
127 for (int j = 0; j < inventoryItemCount; ++j)
128 {
129 if (Class.CastTo(cargoEnt,ent.GetInventory().GetCargo().GetItem(j)))
130 {
131 UpdateVicinityTemperatureRecursive(cargoEnt,dta,heatPermCoef);
132 }
133 }
134 }
135 }
136 }
137
138 override void Execute(UniversalTemperatureSourceSettings pSettings, UniversalTemperatureSourceResult resultValues)
139 {
140 resultValues.m_TemperatureItem = pSettings.m_TemperatureItemCap;
141 resultValues.m_TemperatureHeatcomfort = pSettings.m_TemperatureCap;
142
143 array<Object> nearestObjects = new array<Object>();
144
145 vector pos = pSettings.m_Position;
146 if (pSettings.m_Parent != null)
147 pos = pSettings.m_Parent.GetPosition();
148
149 GetGame().GetObjectsAtPosition(pos, pSettings.m_RangeMax, nearestObjects, null);
150 if (nearestObjects.Count() > 0)
151 {
152 DryItemsInVicinity(pSettings, pos, nearestObjects);
153 WarmAndCoolItemsInVicinity(pSettings, pos, nearestObjects);
154 }
155 }
156
159 {
160 array<Object> nearestObjects = new array<Object>();
161
162 vector pos = pSettings.m_Position;
163 if (pSettings.m_Parent != null)
164 pos = pSettings.m_Parent.GetPosition();
165
166 GetGame().GetObjectsAtPosition(pos, pSettings.m_RangeMax, nearestObjects, null);
167
168 DryItemsInVicinity(pSettings, pos, nearestObjects);
169 }
170}
171
172class UniversalTemperatureSourceLambdaConstant : UniversalTemperatureSourceLambdaBaseImpl {}
174{
177 m_AffectsPlayer = false;
178 }
179}
180
ETemperatureAccessTypes
Определения TemperatureAccessConstants.c:2
UniversalTemperatureSourceLambdaBaseImpl UniversalTemperatureSourceLambdaBase UniversalTemperatureSourceLambdaEngine()
proto native void GetObjectsAtPosition(vector pos, float radius, out array< Object > objects, out array< CargoBase > proxyCargos)
Returns list of all objects in circle "radius" around position "pos".
Super root of all classes in Enforce script.
Определения EnScript.c:11
Определения Building.c:6
Определения constants.c:659
Определения InventoryItem.c:731
Определения EnMath.c:7
Определения ObjectTyped.c:2
float m_AdjustedTarget
Определения TemperatureData.c:6
float m_HeatPermeabilityCoef
Определения TemperatureData.c:9
Определения TemperatureData.c:2
override void DryItemsInVicinity(UniversalTemperatureSourceSettings pSettings)
DEPRECATED.
override void WarmAndCoolItemsInVicinity(UniversalTemperatureSourceSettings pSettings, vector position, out notnull array< Object > nearestObjects)
override void DryItemsInVicinity(UniversalTemperatureSourceSettings pSettings, vector position, out notnull array< Object > nearestObjects)
void UpdateVicinityTemperatureRecursive(EntityAI ent, TemperatureData dta, float heatPermeabilityCoef=1.0)
override void Execute(UniversalTemperatureSourceSettings pSettings, UniversalTemperatureSourceResult resultValues)
vector m_Position
if the stats can be overriden by coefficient/variables from WorldData (currently TemperatureCap only)
Определения UniversalTemperatureSource.c:18
float m_RangeFull
temperature cap that will limit the return value from GetTemperature method
Определения UniversalTemperatureSource.c:7
float m_TemperatureCap
used to determine speed of temperature change, and some temperature subsystems
Определения UniversalTemperatureSource.c:6
float m_TemperatureItemCoef
max temperature 'non-IsSelfAdjustingTemperature' entity in vicinity will get per update (cap);
Определения UniversalTemperatureSource.c:5
float m_RangeMax
range where the full temperature is given to receiver
Определения UniversalTemperatureSource.c:8
float m_TemperatureItemCap
how often the Update is ticking
Определения UniversalTemperatureSource.c:4
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
Определения EnConvert.c:106
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
Определения gameplay.c:6
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static const float TEMPERATURE_SENSITIVITY_THRESHOLD
Определения constants.c:938
const float STATE_DAMP
Определения constants.c:873
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float AbsFloat(float f)
Returns absolute value.