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typedef map<int,float> BleedChanceMaxMap; //<bloodDamageReceived,chanceMax>
//! Static data of bleeding chance probabilities; currently used for melee only
class BleedChanceData : Managed
{
private static const float BLOOD_HITPOINTS_UNIVERSAL = 100.0;
private static ref map<string, ref BleedChanceMaxMap> m_DamageTypeMap;
static void InitBleedChanceData()
{
m_DamageTypeMap = new map<string,ref BleedChanceMaxMap>();
InitMeleeChanceMap();
InitInfectedChanceMap();
}
static void InitMeleeChanceMap()
{
if (m_DamageTypeMap.Contains("Melee"))
ErrorEx("'Melee' damage type bleed chances already initialized!");
BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap();
//keys have to be integers, recalculated later
bleedChanceMaxMap.Set(0,0.0);
bleedChanceMaxMap.Set(10,5.0);
bleedChanceMaxMap.Set(20,15.0);
bleedChanceMaxMap.Set(30,23.4);
bleedChanceMaxMap.Set(40,31.2);
bleedChanceMaxMap.Set(50,39.0);
bleedChanceMaxMap.Set(60,46.8);
bleedChanceMaxMap.Set(70,54.6);
bleedChanceMaxMap.Set(80,62.4);
bleedChanceMaxMap.Set(90,70.2);
bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0);
m_DamageTypeMap.Set("Melee",bleedChanceMaxMap);
}
static void InitInfectedChanceMap()
{
if (m_DamageTypeMap.Contains("Infected"))
ErrorEx("'Infected' damage type bleed chances already initialized!");
BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap();
//keys have to be integers, recalculated later
bleedChanceMaxMap.Set(0,0.0);
bleedChanceMaxMap.Set(10,5.0);
bleedChanceMaxMap.Set(20,15.0);
bleedChanceMaxMap.Set(30,27.5);
bleedChanceMaxMap.Set(40,40.0);
bleedChanceMaxMap.Set(50,55.0);
bleedChanceMaxMap.Set(60,60.0);
bleedChanceMaxMap.Set(70,70.0);
bleedChanceMaxMap.Set(80,75.0);
bleedChanceMaxMap.Set(90,85.0);
bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0);
m_DamageTypeMap.Set("Infected",bleedChanceMaxMap);
}
static void Cleanup()
{
delete m_DamageTypeMap;
}
//! returns 'false' when damageType is unhandled
static bool CalculateBleedChance(string damageType, float bloodDamage, float bleedThreshold, out float bleedChance)
{
map<int,float> bleedChanceMap = m_DamageTypeMap.Get(damageType);
if (!bleedChanceMap)
return false;
float armor = bloodDamage / BLOOD_HITPOINTS_UNIVERSAL;
float valueHigher = Math.Max(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL;
float valueLower = Math.Min(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL;
#ifdef DEVELOPER
if (LogManager.IsBleedingChancesLogEnable())
{
Debug.BleedingChancesLog(armor.ToString(), "BleedChanceData" , "n/a", "armor:");
Debug.BleedingChancesLog(bleedThreshold.ToString(), "BleedChanceData" , "n/a", "bleedThreshold:");
}
#endif
//unexpected values, unhandled
if (valueLower > BLOOD_HITPOINTS_UNIVERSAL)
{
bleedChance = 1.0;
#ifdef DEVELOPER
if (LogManager.IsBleedingChancesLogEnable())
{
Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "Unhandleed values, default bleeding chance used:");
}
#endif
return true;
}
if (bleedChanceMap.Contains(valueLower))
{
bleedChance = bleedChanceMap.Get(valueLower) * valueHigher / 10000;
}
else
{
float chanceMaxActual;
float floor = Math.Floor(valueLower / 10) * 10;
float ceil = Math.Ceil(valueLower / 10) * 10;
float pos = Math.InverseLerp(floor,ceil,valueLower);
float chanceMin = bleedChanceMap.Get(floor);
float chanceMax = bleedChanceMap.Get(ceil);
chanceMaxActual = Math.Lerp(chanceMin,chanceMax,pos);
bleedChance = valueHigher * chanceMaxActual / 10000;
}
#ifdef DEVELOPER
if (LogManager.IsBleedingChancesLogEnable())
{
Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "bleeding chance:");
}
#endif
return true;
}
} |