File size: 4,814 Bytes
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class AnalyticsManagerClient
{
static const int GEAR_COUNT = 3;
static string m_FullGear[GEAR_COUNT] = {"Shoulder","Melee","Back"};
void RegisterEvents()
{
ClientData.SyncEvent_OnEntityKilled.Insert(Event_OnEntityKilled);
ClientData.SyncEvent_OnPlayerIgnitedFireplace.Insert(Event_OnPlayerIgnitedFireplace);
}
void UnregisterEvents()
{
ClientData.SyncEvent_OnEntityKilled.Remove(Event_OnEntityKilled);
ClientData.SyncEvent_OnPlayerIgnitedFireplace.Remove(Event_OnPlayerIgnitedFireplace);
}
//===================================
// OnActionEat
//===================================
void OnActionEat()
{
Achievements.OnActionEat();
}
//===================================
// OnActionDrink
//===================================
void OnActionDrink()
{
Achievements.OnActionDrink();
}
//===================================
// OnActionCookedSteak - not implemented
//===================================
void OnActionCookedSteak()
{
Achievements.OnCookedSteak();
}
//===================================
// OnActionFinishedShaveSelf
//===================================
void OnActionFinishedShaveSelf()
{
Achievements.OnActionShave();
}
//===================================
// OnActionFinishedGutDeer
//===================================
void OnActionFinishedGutDeer()
{
Achievements.OnActionGutDeer();
}
//===================================
// OnActionRestrain
//===================================
void OnActionRestrain()
{
Achievements.OnActionHandcuff();
}
//===================================
// OnActionBandageTarget
//===================================
void OnActionBandageTarget()
{
Achievements.OnActionMedsSurvivor();
}
//===================================
// OnItemAttachedAtPlayer
//===================================
void OnItemAttachedAtPlayer(EntityAI item, string slot_name)
{
bool weapon_present;
bool melee_present;
bool backpack_present;
HumanInventory inventory;
if ( GetDayZGame().GetGameState() != DayZGameState.IN_GAME )
{
return;
}
Man player = GetGame().GetPlayer();
if (!player)
{
return;
}
inventory = player.GetHumanInventory();
if ( player && inventory )
{
for ( int i = 0; i < GEAR_COUNT; ++i )
{
int slot_id = InventorySlots.GetSlotIdFromString(m_FullGear[i]);
EntityAI att_item = inventory.FindAttachment( slot_id ); // Boris V [27.2.2019]: Consider using player.GetItemOnSlot(m_FullGear[i]) instead.
if ( !att_item )
{
//Print("index: "+ i +" slot_id: "+ slot_id +" = "+ att_item + " EMPTY");
continue;
}
//checks for firearm
if (att_item.IsWeapon())
weapon_present = true;
//checks for melee weapon
else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Melee")))
melee_present = true;
//checks for backpack
else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Back")))
backpack_present = true;
//Print("index: "+ i +" slot_id: "+ slot_id +" = "+ att_item + " ATTACHED");
}
//separate check for hand slot; TODO remove duplicates
att_item = inventory.GetEntityInHands();
if ( att_item )
{
//checks for firearm
if (att_item.IsWeapon())
weapon_present = true;
//checks for melee weapon
else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Melee")) )
melee_present = true;
//checks for backpack
else if (!att_item.IsWeapon() && att_item.GetInventory().HasInventorySlot(InventorySlots.GetSlotIdFromString("Back")))
backpack_present = true;
}
if (weapon_present && melee_present && backpack_present)
{
//Print("---EAchievementActionId.ACTION_EQUIP_GEAR");
Achievements.OnEquippedFullGear();
}
}
}
//===================================
// Event_OnPlayerIgnitedFireplace
//===================================
void Event_OnPlayerIgnitedFireplace( EFireIgniteType ignite_type )
{
switch ( ignite_type )
{
case EFireIgniteType.Matchbox:
{
Achievements.OnActionIgniteMatchbox();
break;
}
case EFireIgniteType.Roadflare:
{
Achievements.OnActionIgniteRoadflare();
break;
}
case EFireIgniteType.HandDrill:
{
Achievements.OnActionIgniteDrill();
break;
}
}
}
//===================================
// Event_OnEntityKilled
//===================================
void Event_OnEntityKilled(EntityAI victim, EntityAI killer, EntityAI source, bool is_headshot)
{
if ( killer != null && killer.IsPlayer() && killer.GetID() == GetGame().GetPlayer().GetID() )
{
Achievements.OnPlayerKilled(victim, killer, source, is_headshot);
}
}
} |