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class Environment |
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{ |
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const float RAIN_LIMIT_LOW = 0.05; |
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const float WATER_LEVEL_HIGH = 1.5; |
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const float WATER_LEVEL_MID = 1.2; |
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const float WATER_LEVEL_LOW = 0.5; |
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const float WATER_LEVEL_NONE = 0.15; |
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protected float m_WetDryTick; |
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protected float m_ItemsWetnessMax; |
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protected float m_RoofCheckTimer; |
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protected PlayerBase m_Player; |
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protected float m_PlayerHeightPos; |
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protected float m_PlayerSpeed; |
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protected float m_PlayerTemperature; |
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protected float m_PlayerHeat; |
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protected float m_HeatComfort; |
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protected float m_Rain = 0; |
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protected float m_Wind = 0; |
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protected float m_Fog = 0; |
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protected float m_DayOrNight = 0; |
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protected float m_Clouds = 0; |
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protected float m_EnvironmentTemperature = 0; |
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protected float m_Time = 0; |
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protected string m_SurfaceType; |
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protected float m_WaterLevel; |
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protected bool m_IsUnderRoof; |
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private bool m_IsUnderRoofBuilding; |
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protected bool m_IsInWater; |
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protected bool m_IsTempSet; |
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protected float m_HeatSourceTemp; |
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protected float m_HeatBufferTimer; |
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protected ref array<int> m_SlotIdsComplete; |
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protected ref array<int> m_SlotIdsUpper; |
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protected ref array<int> m_SlotIdsBottom; |
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protected ref array<int> m_SlotIdsLower; |
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protected ref array<int> m_HeadParts; |
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protected ref array<int> m_BodyParts; |
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protected ref array<int> m_FeetParts; |
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protected ref SimpleMovingAverage<float> m_WindAverageBuffer; |
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protected bool m_HasTemperatureSources; |
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protected float m_UTSAverageTemperature; |
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protected ref array<UTemperatureSource> m_UTemperatureSources; |
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protected ref SimpleMovingAverage<float> m_UTSAverageTemperatureBuffer; |
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#ifdef DIAG_DEVELOPER |
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bool m_Debug = false; |
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bool m_DebugLogDryWet = false; |
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#endif |
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void Environment(PlayerBase pPlayer) |
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{ |
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Init(pPlayer); |
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} |
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void Init(PlayerBase pPlayer) |
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{ |
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m_Player = pPlayer; |
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m_PlayerSpeed = 0.0; |
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m_WetDryTick = 0.0; |
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m_RoofCheckTimer = 0.0; |
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m_WaterLevel = 0.0; |
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m_HeatComfort = 0.0; |
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m_IsUnderRoof = false; |
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m_IsInWater = false; |
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m_SurfaceType = "cp_dirt"; |
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m_HeatBufferTimer = 0.0; |
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m_WindAverageBuffer = new SimpleMovingAverage<float>(30, 0.5); |
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m_UTSAverageTemperature = 0.0; |
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m_UTemperatureSources = new array<UTemperatureSource>(); |
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m_UTSAverageTemperatureBuffer = new SimpleMovingAverage<float>(10, 0); |
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m_SlotIdsComplete = new array<int>; |
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m_SlotIdsComplete = { |
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InventorySlots.HEADGEAR, |
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InventorySlots.MASK, |
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InventorySlots.EYEWEAR, |
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InventorySlots.GLOVES, |
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InventorySlots.ARMBAND, |
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InventorySlots.BODY, |
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InventorySlots.HIPS, |
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InventorySlots.VEST, |
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InventorySlots.BACK, |
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InventorySlots.LEGS, |
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InventorySlots.FEET |
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}; |
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m_SlotIdsUpper = new array<int>; |
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m_SlotIdsUpper = { |
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InventorySlots.GLOVES, |
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InventorySlots.ARMBAND, |
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InventorySlots.BODY, |
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InventorySlots.HIPS, |
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InventorySlots.VEST, |
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InventorySlots.BACK, |
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InventorySlots.LEGS, |
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InventorySlots.FEET |
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}; |
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m_SlotIdsBottom = new array<int>; |
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m_SlotIdsBottom = { |
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InventorySlots.HIPS, |
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InventorySlots.LEGS, |
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InventorySlots.FEET |
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}; |
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m_SlotIdsLower = new array<int>; |
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m_SlotIdsLower = { |
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InventorySlots.FEET, |
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}; |
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m_HeadParts = new array<int>; |
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m_HeadParts = { |
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InventorySlots.HEADGEAR, |
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InventorySlots.MASK, |
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}; |
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m_BodyParts = new array<int>; |
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m_BodyParts = { |
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InventorySlots.GLOVES, |
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InventorySlots.BODY, |
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InventorySlots.BACK, |
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InventorySlots.VEST, |
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}; |
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m_FeetParts = new array<int>; |
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m_FeetParts = { |
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InventorySlots.LEGS, |
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InventorySlots.FEET, |
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}; |
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} |
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void Update(float pDelta) |
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{ |
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if (m_Player) |
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{ |
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m_RoofCheckTimer += pDelta; |
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if ( m_RoofCheckTimer >= GameConstants.ENVIRO_TICK_ROOF_RC_CHECK ) |
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{ |
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if ( !IsInsideBuilding() ) |
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CheckUnderRoof(); |
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m_RoofCheckTimer = 0; |
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} |
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m_Time += pDelta; |
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if ( m_Time >= GameConstants.ENVIRO_TICK_RATE ) |
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{ |
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m_Time = 0; |
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m_WetDryTick++; |
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CheckWaterContact(m_WaterLevel); |
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CollectAndSetPlayerData(); |
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CollectAndSetEnvironmentData(); |
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GatherTemperatureSources(); |
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ProcessTemperatureSources(); |
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ProcessItemsHeat(); |
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if ( m_WetDryTick >= GameConstants.ENVIRO_TICKS_TO_WETNESS_CALCULATION ) |
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{ |
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if ( IsWaterContact() ) |
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{ |
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ProcessWetnessByWaterLevel(m_WaterLevel); |
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} |
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else if ( IsRaining() && !IsInsideBuilding() && !IsUnderRoof() && !IsInsideVehicle() ) |
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{ |
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ProcessWetnessByRain(); |
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} |
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else |
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{ |
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ProcessItemsDryness(); |
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} |
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if ( ( m_ItemsWetnessMax < GameConstants.STATE_WET ) && ( m_Player.GetStatWet().Get() == 1 ) ) |
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{ |
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m_Player.GetStatWet().Set( 0 ); |
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} |
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else if ( ( m_ItemsWetnessMax >= GameConstants.STATE_WET ) && ( m_Player.GetStatWet().Get() == 0 ) ) |
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{ |
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m_Player.GetStatWet().Set( 1 ); |
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} |
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m_WetDryTick = 0; |
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m_ItemsWetnessMax = 0; |
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} |
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} |
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} |
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} |
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bool IsTemperatureSet() |
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{ |
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return m_IsTempSet; |
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} |
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void AddToEnvironmentTemperature(float pTemperature); |
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protected float GetPlayerHeat() |
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{ |
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float heat = Math.Max(m_PlayerSpeed * GameConstants.ENVIRO_DEFAULT_ENTITY_HEAT, GameConstants.ENVIRO_DEFAULT_ENTITY_HEAT); |
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return heat; |
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} |
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bool IsUnderRoof() |
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{ |
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return m_IsUnderRoof; |
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} |
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protected bool IsWaterContact() |
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{ |
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return m_IsInWater; |
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} |
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bool IsInsideBuilding() |
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{ |
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return m_Player && m_Player.IsSoundInsideBuilding(); |
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} |
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protected bool IsInsideVehicle() |
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{ |
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return m_Player && m_Player.IsInVehicle(); |
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} |
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private bool IsUnderRoofBuilding() |
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{ |
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return m_IsUnderRoofBuilding; |
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} |
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protected bool IsRaining() |
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{ |
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return m_Rain > RAIN_LIMIT_LOW; |
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} |
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protected void CheckUnderRoof() |
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{ |
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if (IsInsideVehicle()) |
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{ |
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m_IsUnderRoof = false; |
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m_IsUnderRoofBuilding = false; |
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return; |
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} |
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float hitFraction; |
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vector hitPosition, hitNormal; |
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vector from = m_Player.GetPosition(); |
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vector to = from + "0 25 0"; |
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Object hitObject; |
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PhxInteractionLayers collisionLayerMask = PhxInteractionLayers.ITEM_LARGE|PhxInteractionLayers.BUILDING|PhxInteractionLayers.VEHICLE; |
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m_IsUnderRoof = DayZPhysics.RayCastBullet(from, to, collisionLayerMask, null, hitObject, hitPosition, hitNormal, hitFraction); |
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m_IsUnderRoofBuilding = hitObject && hitObject.IsInherited(House); |
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} |
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protected void CheckWaterContact(out float pWaterLevel) |
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{ |
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m_IsInWater = false; |
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if (m_Player.IsSwimming()) |
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{ |
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m_IsInWater = true; |
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HumanMovementState hms = new HumanMovementState(); |
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m_Player.GetMovementState(hms); |
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pWaterLevel = WATER_LEVEL_MID; |
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if (hms.m_iMovement >= DayZPlayerConstants.MOVEMENTIDX_WALK) |
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pWaterLevel = WATER_LEVEL_HIGH; |
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return; |
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} |
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if (IsUnderRoofBuilding()) |
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{ |
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m_IsInWater = false; |
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return; |
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} |
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string surfType; |
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int liquidType; |
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g_Game.SurfaceUnderObject(m_Player, surfType, liquidType); |
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switch ( liquidType ) |
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{ |
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case 0: |
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case LIQUID_WATER: |
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case LIQUID_RIVERWATER: |
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pWaterLevel = m_Player.GetCurrentWaterLevel(); |
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m_IsInWater = true; |
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break; |
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} |
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m_Player.SetInWater(m_IsInWater); |
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m_SurfaceType = surfType; |
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} |
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float GetTemperatureHeightCorrection() |
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{ |
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float temperature_reduction = Math.Max(0, (m_PlayerHeightPos * GameConstants.ENVIRO_TEMPERATURE_HEIGHT_REDUCTION)); |
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return temperature_reduction; |
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} |
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float GetWindModifierPerSurface() |
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{ |
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if (IsUnderRoofBuilding()) |
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return 0.0; |
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return g_Game.ConfigGetFloat("CfgSurfaces " + m_SurfaceType + " windModifier"); |
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} |
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float GetTemperature() |
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{ |
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return m_EnvironmentTemperature; |
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} |
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protected float GetEnvironmentTemperature() |
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{ |
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float temperature; |
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temperature = g_Game.GetMission().GetWorldData().GetBaseEnvTemperature(); |
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temperature += Math.AbsFloat(temperature * m_Clouds * GameConstants.ENVIRO_CLOUDS_TEMP_EFFECT); |
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if (IsWaterContact()) |
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{ |
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temperature -= Math.AbsFloat(temperature * GameConstants.ENVIRO_WATER_TEMPERATURE_COEF); |
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} |
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if (IsInsideBuilding() || m_IsUnderRoofBuilding) |
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{ |
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temperature += Math.AbsFloat(temperature * GameConstants.ENVIRO_TEMPERATURE_INSIDE_COEF); |
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} |
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else if (IsInsideVehicle()) |
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{ |
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temperature += Math.AbsFloat(temperature * GameConstants.ENVIRO_TEMPERATURE_INSIDE_VEHICLE_COEF); |
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} |
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else if (IsUnderRoof() && !m_IsUnderRoofBuilding) |
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{ |
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temperature += Math.AbsFloat(temperature * GameConstants.ENVIRO_TEMPERATURE_UNDERROOF_COEF); |
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temperature -= GameConstants.ENVIRO_TEMPERATURE_WIND_COEF * GetWindModifierPerSurface() * m_Wind; |
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} |
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else |
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{ |
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temperature -= GameConstants.ENVIRO_TEMPERATURE_WIND_COEF * GetWindModifierPerSurface() * m_Wind; |
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temperature -= Math.AbsFloat(temperature * m_Fog * GameConstants.ENVIRO_FOG_TEMP_EFFECT); |
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temperature -= GetTemperatureHeightCorrection(); |
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} |
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if (Math.AbsFloat(m_UTSAverageTemperature) > 0.001) |
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{ |
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temperature += m_UTSAverageTemperature; |
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} |
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return temperature; |
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} |
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float GetWetDelta() |
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{ |
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float wetDelta = 0; |
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if ( IsWaterContact() ) |
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{ |
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if (m_WaterLevel >= WATER_LEVEL_HIGH) |
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{ |
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wetDelta = 1; |
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} |
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else if (m_WaterLevel >= WATER_LEVEL_MID && m_WaterLevel < WATER_LEVEL_HIGH) |
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{ |
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wetDelta = 0.66; |
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} |
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else if (m_WaterLevel >= WATER_LEVEL_LOW && m_WaterLevel < WATER_LEVEL_MID) |
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{ |
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wetDelta = 0.66; |
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} |
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else if (m_WaterLevel >= WATER_LEVEL_NONE && m_WaterLevel < WATER_LEVEL_LOW) |
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{ |
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wetDelta = 0.33; |
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} |
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} |
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else if (IsRaining() && !IsInsideBuilding() && !IsUnderRoof() && !IsInsideVehicle()) |
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{ |
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wetDelta = GameConstants.ENVIRO_WET_INCREMENT * GameConstants.ENVIRO_TICKS_TO_WETNESS_CALCULATION * (m_Rain) * (1 + (GameConstants.ENVIRO_WIND_EFFECT * m_Wind)); |
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} |
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else |
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{ |
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float tempEffect = Math.Max(m_PlayerHeat + GetEnvironmentTemperature(), 1.0); |
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float weatherEffect = ((1 - (m_Fog * GameConstants.ENVIRO_FOG_DRY_EFFECT))) * (1 - (m_Clouds * GameConstants.ENVIRO_CLOUD_DRY_EFFECT)); |
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if (weatherEffect <= 0) |
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{ |
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weatherEffect = 1.0; |
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} |
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wetDelta = -(GameConstants.ENVIRO_DRY_INCREMENT * weatherEffect * tempEffect); |
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if (!IsInsideBuilding()) |
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{ |
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wetDelta *= 1 + (GameConstants.ENVIRO_WIND_EFFECT * m_Wind); |
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} |
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} |
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return wetDelta; |
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} |
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protected void CollectAndSetPlayerData() |
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{ |
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vector playerPos = m_Player.GetPosition(); |
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m_PlayerHeightPos = playerPos[1]; |
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HumanCommandMove hcm = m_Player.GetCommand_Move(); |
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if (hcm) |
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{ |
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m_PlayerSpeed = hcm.GetCurrentMovementSpeed(); |
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} |
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m_PlayerHeat = GetPlayerHeat(); |
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} |
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protected void CollectAndSetEnvironmentData() |
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{ |
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Weather weather = g_Game.GetWeather(); |
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m_Rain = weather.GetRain().GetActual(); |
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m_DayOrNight = g_Game.GetWorld().GetSunOrMoon(); |
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m_Fog = weather.GetFog().GetActual(); |
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m_Clouds = weather.GetOvercast().GetActual(); |
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m_Wind = m_WindAverageBuffer.Add(weather.GetWindSpeed() / weather.GetWindMaximumSpeed()); |
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SetEnvironmentTemperature(); |
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} |
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void SetEnvironmentTemperature() |
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{ |
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m_IsTempSet = true; |
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m_EnvironmentTemperature = GetEnvironmentTemperature(); |
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} |
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protected void ProcessWetnessByRain() |
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{ |
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ProcessItemsWetness(m_SlotIdsComplete); |
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} |
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protected void ProcessWetnessByWaterLevel(float pWaterLevel) |
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{ |
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if (pWaterLevel >= WATER_LEVEL_HIGH) |
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{ |
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ProcessItemsWetness(m_SlotIdsComplete); |
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} |
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else if (pWaterLevel >= WATER_LEVEL_MID && pWaterLevel < WATER_LEVEL_HIGH) |
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{ |
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ProcessItemsWetness(m_SlotIdsUpper); |
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} |
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else if (pWaterLevel >= WATER_LEVEL_LOW && pWaterLevel < WATER_LEVEL_MID) |
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{ |
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ProcessItemsWetness(m_SlotIdsBottom); |
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} |
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else if (pWaterLevel >= WATER_LEVEL_NONE && pWaterLevel < WATER_LEVEL_LOW) |
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{ |
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ProcessItemsWetness(m_SlotIdsLower); |
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} |
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} |
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protected void ProcessItemsWetness(array<int> pSlotIds) |
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{ |
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EntityAI attachment; |
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int playerAttachmentCount = m_Player.GetInventory().AttachmentCount(); |
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LogDryWetProcess(string.Format("Environment :: ProcessItemsWetness (update interval=%1s)", GameConstants.ENVIRO_TICK_RATE)); |
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for (int attIdx = 0; attIdx < playerAttachmentCount; ++attIdx) |
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{ |
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attachment = m_Player.GetInventory().GetAttachmentFromIndex(attIdx); |
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if (attachment.IsItemBase()) |
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{ |
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int attachmentSlotsCount = attachment.GetInventory().GetSlotIdCount(); |
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for (int attachmentSlotId = 0; attachmentSlotId < attachmentSlotsCount; ++attachmentSlotId) |
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{ |
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int attachmentSlot = attachment.GetInventory().GetSlotId(attachmentSlotId); |
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for (int i = 0; i < pSlotIds.Count(); ++i) |
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{ |
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if (attachmentSlot == pSlotIds.Get(i)) |
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{ |
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ApplyWetnessToItem(ItemBase.Cast(attachment)); |
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break; |
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} |
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} |
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} |
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} |
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} |
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if (m_Player.GetItemInHands()) |
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ApplyWetnessToItem(m_Player.GetItemInHands()); |
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LogDryWetProcess("=========="); |
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} |
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protected void ProcessItemsDryness() |
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{ |
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EntityAI attachment; |
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ItemBase item; |
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int attCount = m_Player.GetInventory().AttachmentCount(); |
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LogDryWetProcess(string.Format("Environment :: ProcessItemsDryness (update interval=%1s)", GameConstants.ENVIRO_TICK_RATE)); |
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EnvironmentDrynessData drynessData = new EnvironmentDrynessData(); |
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drynessData.m_UseTemperatureSources = m_HasTemperatureSources; |
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if (m_HasTemperatureSources) |
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{ |
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float distance = vector.Distance(m_UTemperatureSources[0].GetPosition(), m_Player.GetPosition()); |
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distance = Math.Max(distance, 0.1); |
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drynessData.m_TemperatureSourceDistance = distance; |
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LogDryWetProcess(string.Format("distance to heatsource: %1 m", distance)); |
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} |
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for (int attIdx = 0; attIdx < attCount; attIdx++) |
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{ |
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attachment = m_Player.GetInventory().GetAttachmentFromIndex(attIdx); |
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if (attachment && attachment.IsItemBase()) |
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{ |
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item = ItemBase.Cast(attachment); |
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if (item) |
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ApplyDrynessToItemEx(item, drynessData); |
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} |
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} |
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if (m_Player.GetItemInHands()) |
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{ |
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ApplyDrynessToItemEx(m_Player.GetItemInHands(), drynessData); |
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} |
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LogDryWetProcess("=========="); |
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} |
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protected void ApplyWetnessToItem(ItemBase pItem) |
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{ |
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if (pItem) |
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{ |
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ItemBase parentItem; |
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bool isParentWet = false; |
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bool parentContainsLiquid = false; |
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InventoryLocation iLoc = new InventoryLocation(); |
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if (pItem.GetInventory().GetCurrentInventoryLocation(iLoc)) |
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{ |
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EntityAI parent = iLoc.GetParent(); |
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if (parent) |
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{ |
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parentItem = ItemBase.Cast(parent); |
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if (parentItem) |
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{ |
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if (parentItem.GetWet() >= GameConstants.STATE_SOAKING_WET) |
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isParentWet = true; |
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if ((parentItem.GetLiquidType() != 0) && (parentItem.GetQuantity() > 0)) |
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parentContainsLiquid = true; |
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} |
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else |
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isParentWet = true; |
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if ((pItem.GetWet() > m_ItemsWetnessMax) && (parent == m_Player)) |
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m_ItemsWetnessMax = pItem.GetWet(); |
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} |
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} |
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if (isParentWet || parentContainsLiquid) |
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{ |
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float soakingCoef = 0; |
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if (parentContainsLiquid) |
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{ |
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soakingCoef = pItem.GetSoakingIncrement("parentWithLiquid"); |
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LogDryWetProcess(string.Format("%1 (soak coef=%2/s, current wetness=%3) [parent contains liquid]", pItem.GetDisplayName(), soakingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); |
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} |
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else if (isParentWet && parentItem) |
|
{ |
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if (pItem.GetWet() < parentItem.GetWet()) |
|
{ |
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soakingCoef = pItem.GetSoakingIncrement("wetParent"); |
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LogDryWetProcess(string.Format("%1 (soak coef=%2/s, current wetness=%3) [parent wet]", pItem.GetDisplayName(), soakingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); |
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} |
|
} |
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else |
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{ |
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soakingCoef = GetWetDelta(); |
|
LogDryWetProcess(string.Format("%1 (soak coef=%2/s, current wetness=%3) [normal]", pItem.GetDisplayName(), soakingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); |
|
} |
|
|
|
pItem.AddWet(soakingCoef); |
|
pItem.AddTemperature(GameConstants.ENVIRO_TICK_RATE * GameConstants.TEMPERATURE_RATE_COOLING_PLAYER * pItem.GetSoakingIncrement("wetParent")); |
|
|
|
if (pItem.GetInventory().GetCargo()) |
|
{ |
|
int inItemCount = pItem.GetInventory().GetCargo().GetItemCount(); |
|
for (int i = 0; i < inItemCount; i++) |
|
{ |
|
ItemBase inItem; |
|
if (Class.CastTo(inItem, pItem.GetInventory().GetCargo().GetItem(i))) |
|
ApplyWetnessToItem(inItem); |
|
} |
|
} |
|
|
|
int attCount = pItem.GetInventory().AttachmentCount(); |
|
if (attCount > 0) |
|
{ |
|
for (int attIdx = 0; attIdx < attCount; attIdx++) |
|
{ |
|
EntityAI attachment = pItem.GetInventory().GetAttachmentFromIndex(attIdx); |
|
ItemBase itemAtt = ItemBase.Cast(attachment); |
|
if (itemAtt) |
|
ApplyWetnessToItem(itemAtt); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
protected void ApplyDrynessToItem(ItemBase pItem) |
|
{ |
|
EnvironmentDrynessData drynessData = new EnvironmentDrynessData(); |
|
ApplyDrynessToItemEx(pItem, drynessData); |
|
} |
|
|
|
protected void ApplyDrynessToItemEx(ItemBase pItem, EnvironmentDrynessData pDrynessData) |
|
{ |
|
if (pItem) |
|
{ |
|
float dryingIncrement = pItem.GetDryingIncrement("player"); |
|
if (pDrynessData.m_UseTemperatureSources) |
|
dryingIncrement = pItem.GetDryingIncrement("playerHeatSource"); |
|
|
|
ItemBase parentItem; |
|
bool isParentWet = false; |
|
bool parentContainsLiquid = false; |
|
|
|
InventoryLocation iLoc = new InventoryLocation(); |
|
if (pItem.GetInventory().GetCurrentInventoryLocation(iLoc)) |
|
{ |
|
EntityAI parent = iLoc.GetParent(); |
|
if (parent) |
|
{ |
|
parentItem = ItemBase.Cast(parent); |
|
if (parentItem) |
|
{ |
|
if (parentItem.GetWet() >= GameConstants.STATE_SOAKING_WET) |
|
isParentWet = true; |
|
|
|
if ((parentItem.GetLiquidType() != 0) && (parentItem.GetQuantity() > 0)) |
|
parentContainsLiquid = true; |
|
} |
|
|
|
if ((pItem.GetWet() > m_ItemsWetnessMax) && (parent == m_Player)) |
|
{ |
|
m_ItemsWetnessMax = pItem.GetWet(); |
|
} |
|
} |
|
} |
|
|
|
float dryingCoef = 0; |
|
|
|
if (!isParentWet && !parentContainsLiquid) |
|
{ |
|
|
|
dryingCoef = (-1 * GameConstants.ENVIRO_TICK_RATE * dryingIncrement) / pDrynessData.m_TemperatureSourceDistance; |
|
if (pItem.GetWet() >= GameConstants.STATE_DAMP) |
|
{ |
|
LogDryWetProcess(string.Format("%1 (dry coef=%2/s, current wetness=%3) [normal]", pItem.GetDisplayName(), dryingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); |
|
pItem.AddWet(dryingCoef); |
|
} |
|
|
|
if (pItem.GetInventory().GetCargo()) |
|
{ |
|
int inItemCount = pItem.GetInventory().GetCargo().GetItemCount(); |
|
for (int i = 0; i < inItemCount; i++) |
|
{ |
|
ItemBase inItem; |
|
if (Class.CastTo(inItem, pItem.GetInventory().GetCargo().GetItem(i))) |
|
ApplyDrynessToItemEx(inItem, pDrynessData); |
|
} |
|
} |
|
|
|
int attCount = pItem.GetInventory().AttachmentCount(); |
|
if (attCount > 0) |
|
{ |
|
for (int attIdx = 0; attIdx < attCount; attIdx++) |
|
{ |
|
EntityAI attachment = pItem.GetInventory().GetAttachmentFromIndex(attIdx); |
|
ItemBase itemAtt; |
|
if (ItemBase.CastTo(itemAtt, attachment)) |
|
ApplyDrynessToItemEx(itemAtt, pDrynessData); |
|
} |
|
} |
|
|
|
pItem.AddTemperature(GameConstants.ENVIRO_TICK_RATE * GameConstants.TEMPERATURE_RATE_COOLING_PLAYER); |
|
} |
|
|
|
if (parentContainsLiquid) |
|
{ |
|
|
|
dryingCoef = (GameConstants.ENVIRO_TICK_RATE * pItem.GetSoakingIncrement("parentWithLiquid")) / pDrynessData.m_TemperatureSourceDistance; |
|
LogDryWetProcess(string.Format("%1 (dry coef=%2/s, current wetness=%3) [parent contains liquid]", pItem.GetDisplayName(), dryingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); |
|
pItem.AddWet(dryingCoef); |
|
pItem.AddTemperature(GameConstants.ENVIRO_TICK_RATE * GameConstants.TEMPERATURE_RATE_COOLING_PLAYER); |
|
} |
|
|
|
if (isParentWet) |
|
{ |
|
if (pItem.GetWet() < parentItem.GetWet()) |
|
{ |
|
|
|
dryingCoef = (GameConstants.ENVIRO_TICK_RATE * pItem.GetSoakingIncrement("wetParent")) / pDrynessData.m_TemperatureSourceDistance; |
|
LogDryWetProcess(string.Format("%1 (dry coef=%2/s, current wetness=%3) [parent wet]", pItem.GetDisplayName(), dryingCoef / GameConstants.ENVIRO_TICK_RATE, pItem.GetWet()), parentItem != null); |
|
pItem.AddWet(dryingCoef); |
|
} |
|
|
|
pItem.AddTemperature(GameConstants.ENVIRO_TICK_RATE * GameConstants.TEMPERATURE_RATE_COOLING_PLAYER * 3.5); |
|
} |
|
} |
|
} |
|
|
|
|
|
|
|
protected void ProcessItemsHeat() |
|
{ |
|
float hcHead, hcBody, hcFeet; |
|
float hHead, hBody, hFeet; |
|
|
|
float heatComfortAvg; |
|
float heatAvg; |
|
|
|
BodyPartHeatProperties(m_HeadParts, GameConstants.ENVIRO_HEATCOMFORT_HEADPARTS_WEIGHT, hcHead, hHead); |
|
BodyPartHeatProperties(m_BodyParts, GameConstants.ENVIRO_HEATCOMFORT_BODYPARTS_WEIGHT, hcBody, hBody); |
|
BodyPartHeatProperties(m_FeetParts, GameConstants.ENVIRO_HEATCOMFORT_FEETPARTS_WEIGHT, hcFeet, hFeet); |
|
|
|
heatComfortAvg = (hcHead + hcBody + hcFeet) / 3; |
|
heatAvg = (hHead + hBody + hFeet) / 3; |
|
heatAvg = heatAvg * GameConstants.ENVIRO_ITEM_HEAT_TRANSFER_COEF; |
|
|
|
|
|
float applicableHB = 0.0; |
|
if (m_UTSAverageTemperature < 0.001) |
|
{ |
|
applicableHB = m_Player.GetStatHeatBuffer().Get() / 30.0; |
|
if (applicableHB > 0.0) |
|
{ |
|
if (m_HeatBufferTimer > 1.0) |
|
{ |
|
m_Player.GetStatHeatBuffer().Add(Math.Min(EnvTempToCoef(m_EnvironmentTemperature), -0.1) * GameConstants.ENVIRO_PLAYER_HEATBUFFER_DECREASE); |
|
} |
|
else |
|
{ |
|
m_HeatBufferTimer += GameConstants.ENVIRO_PLAYER_HEATBUFFER_TICK; |
|
} |
|
} |
|
else |
|
{ |
|
m_HeatBufferTimer = 0.0; |
|
} |
|
} |
|
else |
|
{ |
|
applicableHB = m_Player.GetStatHeatBuffer().Get() / 30.0; |
|
if (m_HeatComfort > PlayerConstants.THRESHOLD_HEAT_COMFORT_MINUS_WARNING) |
|
{ |
|
m_Player.GetStatHeatBuffer().Add(GameConstants.ENVIRO_PLAYER_HEATBUFFER_INCREASE); |
|
m_HeatBufferTimer = 0.0; |
|
} |
|
else |
|
{ |
|
m_HeatBufferTimer = 0.0; |
|
} |
|
} |
|
|
|
m_HeatComfort = (heatComfortAvg + heatAvg + (GetPlayerHeat() / 100)) + EnvTempToCoef(m_EnvironmentTemperature); |
|
if ((m_HeatComfort + applicableHB) < (PlayerConstants.THRESHOLD_HEAT_COMFORT_PLUS_WARNING - 0.01)) |
|
{ |
|
m_HeatComfort += applicableHB; |
|
} |
|
else |
|
{ |
|
if (m_HeatComfort <= (PlayerConstants.THRESHOLD_HEAT_COMFORT_PLUS_WARNING - 0.01)) |
|
{ |
|
m_HeatComfort = PlayerConstants.THRESHOLD_HEAT_COMFORT_PLUS_WARNING - 0.01; |
|
} |
|
} |
|
|
|
m_HeatComfort = Math.Clamp(m_HeatComfort, m_Player.GetStatHeatComfort().GetMin(), m_Player.GetStatHeatComfort().GetMax()); |
|
|
|
m_Player.GetStatHeatComfort().Set(m_HeatComfort); |
|
} |
|
|
|
|
|
protected bool OverridenHeatComfort(out float value); |
|
|
|
protected float EnvTempToCoef(float pTemp) |
|
{ |
|
if (pTemp >= GameConstants.ENVIRO_HIGH_TEMP_LIMIT) |
|
{ |
|
return 1; |
|
} |
|
|
|
if (pTemp <= GameConstants.ENVIRO_LOW_TEMP_LIMIT) |
|
{ |
|
return -1; |
|
} |
|
|
|
return (pTemp - GameConstants.ENVIRO_PLAYER_COMFORT_TEMP) / GameConstants.ENVIRO_TEMP_EFFECT_ON_PLAYER; |
|
} |
|
|
|
|
|
protected void BodyPartHeatProperties(array<int> pBodyPartIds, float pCoef, out float pHeatComfort, out float pHeat) |
|
{ |
|
int attCount; |
|
|
|
EntityAI attachment; |
|
ItemBase item; |
|
|
|
pHeatComfort = -1; |
|
attCount = m_Player.GetInventory().AttachmentCount(); |
|
|
|
for (int attIdx = 0; attIdx < attCount; attIdx++) |
|
{ |
|
attachment = m_Player.GetInventory().GetAttachmentFromIndex(attIdx); |
|
if (attachment.IsClothing()) |
|
{ |
|
item = ItemBase.Cast(attachment); |
|
int attachmentSlot = attachment.GetInventory().GetSlotId(0); |
|
|
|
|
|
for (int i = 0; i < pBodyPartIds.Count(); i++) |
|
{ |
|
if (attachmentSlot == pBodyPartIds.Get(i)) |
|
{ |
|
float heatIsoMult = 1.0; |
|
if (attachmentSlot == InventorySlots.VEST) |
|
{ |
|
heatIsoMult = GameConstants.ENVIRO_HEATISOLATION_VEST_WEIGHT; |
|
} |
|
|
|
if (attachmentSlot == InventorySlots.BACK) |
|
{ |
|
heatIsoMult = GameConstants.ENVIRO_HEATISOLATION_BACK_WEIGHT; |
|
} |
|
|
|
pHeatComfort += heatIsoMult * MiscGameplayFunctions.GetCurrentItemHeatIsolation(item); |
|
|
|
|
|
int inAttCount = item.GetInventory().AttachmentCount(); |
|
if (inAttCount > 0) |
|
{ |
|
for (int inAttIdx = 0; inAttIdx < inAttCount; inAttIdx++) |
|
{ |
|
EntityAI inAttachment = item.GetInventory().GetAttachmentFromIndex(inAttIdx); |
|
ItemBase itemAtt = ItemBase.Cast(inAttachment); |
|
if (itemAtt) |
|
{ |
|
pHeat += itemAtt.GetTemperature(); |
|
} |
|
} |
|
} |
|
if (item.GetInventory().GetCargo()) |
|
{ |
|
int inItemCount = item.GetInventory().GetCargo().GetItemCount(); |
|
|
|
for (int j = 0; j < inItemCount; j++) |
|
{ |
|
ItemBase inItem; |
|
if (Class.CastTo(inItem, item.GetInventory().GetCargo().GetItem(j))) |
|
{ |
|
pHeat += inItem.GetTemperature(); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
pHeatComfort = (pHeatComfort / pBodyPartIds.Count()) * pCoef; |
|
pHeat = (pHeat / pBodyPartIds.Count()) * pCoef; |
|
} |
|
|
|
protected void GatherTemperatureSources() |
|
{ |
|
m_UTemperatureSources.Clear(); |
|
|
|
array<Object> nearestObjects = new array<Object>; |
|
GetGame().GetObjectsAtPosition(m_Player.GetPosition(), GameConstants.ENVIRO_TEMP_SOURCES_LOOKUP_RADIUS, nearestObjects, null); |
|
|
|
foreach (Object nearestObject : nearestObjects) |
|
{ |
|
EntityAI ent = EntityAI.Cast(nearestObject); |
|
if (ent && ent.IsUniversalTemperatureSource() && ent != m_Player) |
|
{ |
|
|
|
if (vector.DistanceSq(m_Player.GetPosition(), ent.GetPosition()) > Math.SqrFloat(ent.GetUniversalTemperatureSource().GetMaxRange())) |
|
continue; |
|
|
|
m_UTemperatureSources.Insert(ent.GetUniversalTemperatureSource()); |
|
} |
|
} |
|
|
|
if (m_Player.GetItemInHands() && m_Player.GetItemInHands().IsUniversalTemperatureSource()) |
|
m_UTemperatureSources.Insert(m_Player.GetItemInHands().GetUniversalTemperatureSource()); |
|
} |
|
|
|
protected void ProcessTemperatureSources() |
|
{ |
|
if (m_UTemperatureSources.Count() == 0) |
|
{ |
|
m_HasTemperatureSources = false; |
|
m_UTSAverageTemperature = m_UTSAverageTemperatureBuffer.Add(0); |
|
return; |
|
} |
|
|
|
array<float> utsTemperatures = new array<float>(); |
|
|
|
|
|
foreach (UTemperatureSource tempSource : m_UTemperatureSources) |
|
utsTemperatures.Insert(CalcTemperatureFromTemperatureSource(tempSource)); |
|
|
|
float min = MiscGameplayFunctions.GetMinValue(utsTemperatures); |
|
float max = MiscGameplayFunctions.GetMaxValue(utsTemperatures); |
|
|
|
if (max > 0 && min < 0) |
|
{ |
|
|
|
m_UTSAverageTemperature = m_UTSAverageTemperatureBuffer.Add((max + min) * 0.5); |
|
} |
|
else |
|
{ |
|
m_UTSAverageTemperature = m_UTSAverageTemperatureBuffer.Add(max); |
|
} |
|
|
|
m_HasTemperatureSources = true; |
|
} |
|
|
|
float GetUniversalSourcesTemperageAverage() |
|
{ |
|
return m_UTSAverageTemperature; |
|
} |
|
|
|
float CalcTemperatureFromTemperatureSource(notnull UTemperatureSource uts) |
|
{ |
|
float distance = vector.Distance(m_Player.GetPosition(), uts.GetPosition()); |
|
distance = Math.Max(distance, 0.1); |
|
float temperature = 0; |
|
|
|
|
|
|
|
|
|
if (distance > uts.GetFullRange()) |
|
{ |
|
float distFactor = 1 - (distance / uts.GetMaxRange()); |
|
distFactor = Math.Max(distFactor, 0.0); |
|
temperature = uts.GetTemperature() * distFactor; |
|
|
|
|
|
|
|
} |
|
else |
|
{ |
|
temperature = uts.GetTemperature(); |
|
} |
|
|
|
|
|
|
|
return temperature; |
|
} |
|
|
|
|
|
#ifdef DIAG_DEVELOPER |
|
EnvDebugData GetEnvDebugData() |
|
{ |
|
EnvDebugData data = new EnvDebugData(); |
|
data.Synch(this, m_Player); |
|
return data; |
|
} |
|
|
|
void ShowEnvDebugPlayerInfo(bool enabled) |
|
{ |
|
EnvDebugData data = GetEnvDebugData(); |
|
DisplayEnvDebugPlayerInfo(enabled, data); |
|
} |
|
|
|
static void DisplayEnvDebugPlayerInfo(bool enabled, EnvDebugData data) |
|
{ |
|
int windowPosX = 10; |
|
int windowPosY = 200; |
|
|
|
Object obj; |
|
|
|
DbgUI.Begin("Player stats", windowPosX, windowPosY); |
|
if ( enabled ) |
|
{ |
|
DbgUI.Text(string.Format("Heat comfort: %1", data.m_PlayerData.m_HeatComfort)); |
|
DbgUI.Text(string.Format("Inside: %1 (%2)", data.m_PlayerData.m_Inside, data.m_PlayerData.m_Surface)); |
|
DbgUI.Text(string.Format("Under roof: %1 (%2)", data.m_PlayerData.m_UnderRoof, data.m_PlayerData.m_UnderRoofTimer)); |
|
if ( data.m_PlayerData.m_WaterLevel > 0 ) |
|
{ |
|
DbgUI.Text(string.Format("Water Level: %1", data.m_PlayerData.m_WaterLevel)); |
|
} |
|
|
|
} |
|
DbgUI.End(); |
|
|
|
DbgUI.Begin("Weather stats:", windowPosX, windowPosY + 200); |
|
if ( enabled ) |
|
{ |
|
DbgUI.Text(string.Format("Env temperature (base): %1", data.m_MiscData.m_TemperatureBase)); |
|
DbgUI.Text(string.Format("Env temperature (modfied): %1", data.m_MiscData.m_TemperatureModified)); |
|
DbgUI.Text(string.Format("Wind: %1 (x%2)", data.m_WeatherData.m_Wind, data.m_WeatherData.m_WindModifier)); |
|
DbgUI.Text(string.Format("Rain: %1", data.m_WeatherData.m_Rain)); |
|
DbgUI.Text(string.Format("Day/Night (1/0): %1", data.m_MiscData.m_DayOrNight)); |
|
DbgUI.Text(string.Format("Fog: %1", data.m_WeatherData.m_Fog)); |
|
DbgUI.Text(string.Format("Clouds: %1", data.m_WeatherData.m_Clouds)); |
|
DbgUI.Text(string.Format("Height: %1", data.m_MiscData.m_Height)); |
|
DbgUI.Text(string.Format("Wet delta: %1", data.m_MiscData.m_WetDelta)); |
|
} |
|
DbgUI.End(); |
|
} |
|
|
|
void FillDebugWeatherData(EnvDebugWeatherData data) |
|
{ |
|
data.m_Wind = m_Wind; |
|
data.m_WindModifier = GetWindModifierPerSurface(); |
|
data.m_Rain = m_Rain; |
|
data.m_Fog = m_Fog; |
|
data.m_Clouds = m_Clouds; |
|
} |
|
#endif |
|
|
|
string GetDebugMessage() |
|
{ |
|
string message; |
|
message += "Player stats"; |
|
message += "\nHeat comfort: " + m_HeatComfort.ToString(); |
|
message += "\nInside: " + IsInsideBuilding().ToString() + " (" + m_Player.GetSurfaceType() + ")"; |
|
message += "\nUnder roof: " + m_IsUnderRoof.ToString() + " (" + GetNextRoofCheck() + ")"; |
|
if (IsWaterContact() && m_WaterLevel > WATER_LEVEL_NONE) |
|
{ |
|
message += "\nWater Level: " + m_WaterLevel; |
|
} |
|
|
|
message += "\n\nWeather stats"; |
|
message += "\nEnv temperature (base): " + g_Game.GetMission().GetWorldData().GetBaseEnvTemperature().ToString(); |
|
message += "\nEnv temperature (modified): " + m_EnvironmentTemperature.ToString(); |
|
message += "\nWind: " + m_Wind.ToString() + " (x" + GetWindModifierPerSurface() + ")"; |
|
message += "\nRain: " + m_Rain.ToString(); |
|
message += "\nDay/Night (1/0): " + m_DayOrNight.ToString(); |
|
message += "\nFog: " + m_Fog.ToString(); |
|
message += "\nClouds: " + m_Clouds.ToString(); |
|
message += "\nHeight: " + GetTemperatureHeightCorrection().ToString(); |
|
message += "\nWet delta: " + GetWetDelta().ToString(); |
|
|
|
return message; |
|
} |
|
|
|
int GetNextRoofCheck() |
|
{ |
|
return (GameConstants.ENVIRO_TICK_ROOF_RC_CHECK - m_RoofCheckTimer) + 1; |
|
} |
|
|
|
float GetWaterLevel() |
|
{ |
|
if (IsWaterContact() && m_WaterLevel > WATER_LEVEL_NONE) |
|
{ |
|
return m_WaterLevel; |
|
} |
|
else |
|
{ |
|
return 0; |
|
} |
|
} |
|
|
|
float GetDayOrNight() |
|
{ |
|
return m_DayOrNight; |
|
} |
|
|
|
private void LogDryWetProcess(string message, bool indented = false) |
|
{ |
|
#ifdef DIAG_DEVELOPER |
|
if (m_DebugLogDryWet) |
|
{ |
|
string indentation = ""; |
|
if (indented) |
|
indentation = "|--"; |
|
|
|
Debug.Log(string.Format("%1 %2", indentation, message)); |
|
} |
|
#endif |
|
} |
|
} |
|
|
|
class EnvironmentDrynessData |
|
{ |
|
bool m_UseTemperatureSources = false; |
|
float m_TemperatureSourceDistance = 1.0; |
|
} |
|
|
|
#ifdef DIAG_DEVELOPER |
|
class EnvDebugPlayerData : Param |
|
{ |
|
float m_HeatComfort; |
|
bool m_Inside; |
|
string m_Surface; |
|
bool m_UnderRoof; |
|
int m_UnderRoofTimer; |
|
float m_WaterLevel; |
|
|
|
void Synch(Environment env, PlayerBase player) |
|
{ |
|
m_HeatComfort = player.GetStatHeatComfort().Get(); |
|
m_Inside = env.IsInsideBuilding(); |
|
m_Surface = player.GetSurfaceType(); |
|
m_UnderRoof = env.IsUnderRoof(); |
|
m_UnderRoofTimer = env.GetNextRoofCheck(); |
|
m_WaterLevel = env.GetWaterLevel(); |
|
} |
|
|
|
override bool Serialize(Serializer ctx) |
|
{ |
|
return ( |
|
ctx.Write(m_HeatComfort) && ctx.Write(m_Inside) && ctx.Write(m_Surface) && ctx.Write(m_UnderRoof) && ctx.Write(m_UnderRoofTimer) && ctx.Write(m_WaterLevel)); |
|
} |
|
|
|
override bool Deserializer(Serializer ctx) |
|
{ |
|
return ctx.Read(m_HeatComfort) && ctx.Read(m_Inside) && ctx.Read(m_Surface) && ctx.Read(m_UnderRoof) && ctx.Read(m_UnderRoofTimer) && ctx.Read(m_WaterLevel); |
|
} |
|
} |
|
|
|
class EnvDebugMiscData : Param |
|
{ |
|
float m_TemperatureBase; |
|
float m_TemperatureModified; |
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float m_DayOrNight; |
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float m_Height; |
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float m_WetDelta; |
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|
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void Synch(Environment env) |
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{ |
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m_TemperatureBase = g_Game.GetMission().GetWorldData().GetBaseEnvTemperature(); |
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m_TemperatureModified = env.GetTemperature(); |
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m_DayOrNight = env.GetDayOrNight(); |
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m_Height = env.GetTemperatureHeightCorrection(); |
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m_WetDelta = env.GetWetDelta(); |
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} |
|
|
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override bool Serialize(Serializer ctx) |
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{ |
|
return ctx.Write(m_TemperatureBase) && ctx.Write(m_TemperatureModified) && ctx.Write(m_DayOrNight) && ctx.Write(m_Height) && ctx.Write(m_WetDelta); |
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} |
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|
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override bool Deserializer(Serializer ctx) |
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{ |
|
return ctx.Read(m_TemperatureBase) && ctx.Read(m_TemperatureModified) && ctx.Read(m_DayOrNight) && ctx.Read(m_Height) && ctx.Read(m_WetDelta); |
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} |
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} |
|
|
|
class EnvDebugWeatherData : Param |
|
{ |
|
float m_Wind; |
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float m_WindModifier; |
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float m_Rain; |
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float m_Fog; |
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float m_Clouds; |
|
|
|
void Synch(Environment env) |
|
{ |
|
env.FillDebugWeatherData(this); |
|
} |
|
|
|
override bool Serialize(Serializer ctx) |
|
{ |
|
return ctx.Write(m_Wind) && ctx.Write(m_WindModifier) && ctx.Write(m_Rain) && ctx.Write(m_Fog) && ctx.Write(m_Clouds); |
|
} |
|
|
|
override bool Deserializer(Serializer ctx) |
|
{ |
|
return ctx.Read(m_Wind) && ctx.Read(m_WindModifier) && ctx.Read(m_Rain) && ctx.Read(m_Fog) && ctx.Read(m_Clouds); |
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} |
|
} |
|
|
|
class EnvDebugData : Param |
|
{ |
|
ref EnvDebugPlayerData m_PlayerData = new EnvDebugPlayerData(); |
|
ref EnvDebugMiscData m_MiscData = new EnvDebugMiscData(); |
|
ref EnvDebugWeatherData m_WeatherData = new EnvDebugWeatherData(); |
|
|
|
void Synch(Environment env, PlayerBase player) |
|
{ |
|
m_PlayerData.Synch(env, player); |
|
m_MiscData.Synch(env); |
|
m_WeatherData.Synch(env); |
|
} |
|
|
|
override bool Serialize(Serializer ctx) |
|
{ |
|
return m_PlayerData.Serialize(ctx) && m_MiscData.Serialize(ctx) && m_WeatherData.Serialize(ctx); |
|
} |
|
|
|
override bool Deserializer(Serializer ctx) |
|
{ |
|
return m_PlayerData.Deserializer(ctx) && m_MiscData.Deserializer(ctx) && m_WeatherData.Deserializer(ctx); |
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} |
|
} |
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#endif |