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class DayZCreatureAnimInterface
{
private void DayZCreatureAnimInterface() {}
private void ~DayZCreatureAnimInterface() {}
//-----------------------------------------------------
// Binds, returns -1 when error, otherwise if ok
//! returns command index -
proto native TAnimGraphCommand BindCommand(string pCommandName);
//!
proto native TAnimGraphVariable BindVariableFloat(string pVariable);
proto native TAnimGraphVariable BindVariableInt(string pVariable);
proto native TAnimGraphVariable BindVariableBool(string pVariable);
//!
proto native TAnimGraphTag BindTag(string pTagName);
//!
proto native TAnimGraphEvent BindEvent(string pEventName);
}
class DayZCreature extends EntityAI
{
#ifdef _DAYZ_CREATURE_DEBUG_SHADOW
proto native void DebugSetShadow(DayZCreature creature);
#endif
proto native bool RegisterAnimationEvent(string event_name, string function_name);
proto native void SetAnimationInstanceByName(string animation_instance_name, int instance_uuid, float duration);
proto native int GetCurrentAnimationInstanceUUID();
proto native DayZCreatureAnimInterface GetAnimInterface();
proto native void UpdateSimulationPrecision(int simLOD);
//---------------------------------------------------------
// helper functions for disabling simulation upon death
proto native void StartDeath();
proto native void ResetDeath();
proto native void ResetDeathCooldown();
proto native bool IsDeathProcessed();
proto native bool IsDeathConditionMet();
//---------------------------------------------------------
// bone transforms
//! returns bone index for a name (-1 if pBoneName doesn't exist)
proto native int GetBoneIndexByName(string pBoneName);
override bool IsDayZCreature()
{
return true;
}
override bool CanBeSkinned()
{
return true;
}
override bool IsIgnoredByConstruction()
{
return IsRuined();
}
override bool IsManagingArrows()
{
return true;
}
override void AddArrow(Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
{
CachedObjectsArrays.ARRAY_STRING.Clear();
GetActionComponentNameList(componentIndex, CachedObjectsArrays.ARRAY_STRING, "fire");
int pivot = -1;
for (int i = 0; i < CachedObjectsArrays.ARRAY_STRING.Count() && pivot == -1; i++)
{
pivot = GetBoneIndexByName(CachedObjectsArrays.ARRAY_STRING.Get(i));
}
vector parentTransMat[4];
vector arrowTransMat[4];
if (pivot == -1)
{
GetTransform(parentTransMat);
}
else
{
vector rotMatrix[3];
Math3D.YawPitchRollMatrix(closeBoneRotWS * Math.RAD2DEG,rotMatrix);
parentTransMat[0] = rotMatrix[0];
parentTransMat[1] = rotMatrix[1];
parentTransMat[2] = rotMatrix[2];
parentTransMat[3] = closeBonePosWS;
}
arrow.GetTransform(arrowTransMat);
Math3D.MatrixInvMultiply4(parentTransMat, arrowTransMat, arrowTransMat);
// orthogonalize matrix - parent might be skewed
Math3D.MatrixOrthogonalize4(arrowTransMat);
arrow.SetTransform(arrowTransMat);
AddChild(arrow, pivot);
}
override bool HasFixedActionTargetCursorPosition()
{
return true;
}
//-------------------------------------------------------------
//!
//! ModOverrides
//!
// these functions are for modded overide in script command mods
bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
{
return false;
}
bool ModCommandHandlerInside(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
{
return false;
}
bool ModCommandHandlerAfter(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
{
return false;
}
}
class DayZCreatureAI extends DayZCreature
{
proto native AIAgent GetAIAgent();
proto native bool IsSoundInsideBuilding();
#ifdef DIAG_DEVELOPER
proto native void DebugDisableAIControl();
proto native void DebugRestoreAIControl();
#endif
proto native void AddDamageSphere(string bone_name, string ammo_name, float radius, float duration, bool invertTeams);
proto native DayZCreatureAIType GetCreatureAIType();
/*!
AIAgent initialization.
Manual ai initialization for creatures created with CreateObject(... init_ai = false...).
*/
proto native void InitAIAgent(AIGroup group);
proto native void DestroyAIAgent();
int m_EffectTriggerCount;//how many effect triggers is this AI inside of(overlapping triggers)
protected DayZPlayer m_CinematicPlayer;
void DayZCreatureAI()
{
RegisterAnimEvents();
SetFlags(EntityFlags.TOUCHTRIGGERS, false);
}
void IncreaseEffectTriggerCount()
{
m_EffectTriggerCount++;
}
void DecreaseEffectTriggerCount()
{
m_EffectTriggerCount--;
}
void AddDamageSphere(AnimDamageParams damage_params)
{
AddDamageSphere(damage_params.m_sBoneName, damage_params.m_sAmmoName, damage_params.m_fRadius, damage_params.m_fDuration, damage_params.m_bInvertTeams);
}
override void EEKilled(Object killer)
{
super.EEKilled(killer);
CreateComponent(COMP_TYPE_BODY_STAGING); // TO DO: This is never called on clients in multiplayer! That's why skinning doesn't work properly in MP. DAYZ-28269
}
AnimBootsType GetBootsType()
{
return AnimBootsType.None;
}
AbstractWave PlaySound(SoundObject so, SoundObjectBuilder sob)
{
if(so == NULL)
{
return NULL;
}
so.SetPosition(GetPosition());
AbstractWave wave = GetGame().GetSoundScene().Play3D(so, sob);
return wave;
}
void OnSoundEvent(int event_id, string event_user_string)
{
AnimSoundEvent sound_event = GetCreatureAIType().GetSoundEvent(event_id);
if(sound_event != NULL)
{
ProcessSoundEvent(sound_event);
}
}
void OnSoundVoiceEvent(int event_id, string event_user_string)
{
AnimSoundVoiceEvent voice_event = GetCreatureAIType().GetSoundVoiceEvent(event_id);
if(voice_event != NULL)
{
ProcessSoundVoiceEvent(voice_event);
}
}
void OnStepEvent(int event_id, string event_user_string)
{
AnimStepEvent step_event = GetCreatureAIType().GetStepEvent(event_id);
if(step_event != NULL)
{
ProcessStepEvent(step_event);
}
}
void OnDamageEvent(int event_id, string event_user_string)
{
AnimDamageEvent damage_event = GetCreatureAIType().GetDamageEvent(event_id);
if(damage_event != NULL)
{
ProcessDamageEvent(damage_event);
}
}
protected void RegisterAnimEvents()
{
if(!RegisterAnimationEvent("Sound", "OnSoundEvent"))
{
Print("Error registering anim. event (Sound)");
}
if(!RegisterAnimationEvent("SoundVoice", "OnSoundVoiceEvent"))
{
Print("Error registering anim. event (SoundVoice)");
}
if(!GetGame().IsDedicatedServer())
{
if(!RegisterAnimationEvent("Step", "OnStepEvent"))
{
Print("Error registering anim. event (Step)");
}
}
if(!RegisterAnimationEvent("Damage", "OnDamageEvent"))
{
Print("Error registering anim. event (Damage)");
}
}
private void ProcessSoundEvent(AnimSoundEvent sound_event)
{
if(!GetGame().IsDedicatedServer())
{
SoundObjectBuilder objectBuilder = sound_event.GetSoundBuilder();
if(NULL != objectBuilder)
{
objectBuilder.AddEnvSoundVariables(GetPosition());
SoundObject soundObject = objectBuilder.BuildSoundObject();
PlaySound(soundObject, objectBuilder);
}
}
if(GetGame().IsServer())
{
if(sound_event.m_NoiseParams != NULL)
GetGame().GetNoiseSystem().AddNoise(this, sound_event.m_NoiseParams);
}
}
private void ProcessSoundVoiceEvent(AnimSoundVoiceEvent sound_event)
{
if(!GetGame().IsDedicatedServer())
{
SoundObjectBuilder objectBuilder = sound_event.GetSoundBuilder();
if(NULL != objectBuilder)
{
objectBuilder.AddEnvSoundVariables(GetPosition());
SoundObject soundObject = objectBuilder.BuildSoundObject();
AttenuateSoundIfNecessary(soundObject);
PlaySound(soundObject, objectBuilder);
}
}
if(GetGame().IsServer())
{
if(sound_event.m_NoiseParams != NULL)
GetGame().GetNoiseSystem().AddNoise(this, sound_event.m_NoiseParams);
}
}
private void ProcessStepEvent(AnimStepEvent step_event)
{
SoundObjectBuilder soundBuilder = step_event.GetSoundBuilder(GetSurfaceType().Hash());
if(soundBuilder == NULL)
return;
soundBuilder.AddEnvSoundVariables(GetPosition());
SoundObject soundObject = soundBuilder.BuildSoundObject();
AttenuateSoundIfNecessary(soundObject);
PlaySound(soundObject, soundBuilder);
//TODO effects
}
private void ProcessDamageEvent(AnimDamageEvent damage_event)
{
AddDamageSphere(damage_event.m_DamageParams);
}
protected void AttenuateSoundIfNecessary(SoundObject soundObject)
{
if (GetGame().GetPlayer() != NULL && (IsSoundInsideBuilding() != GetGame().GetPlayer().IsSoundInsideBuilding() || GetGame().GetPlayer().IsCameraInsideVehicle()))
{
soundObject.SetKind(WaveKind.WAVEATTALWAYS);
}
else
{
soundObject.SetKind(WaveKind.WAVEEFFECTEX);
}
}
bool ResistContaminatedEffect()
{
return false;
}
// ================
// EASTER EGG
// ================
//Used for easter egg sound selection
bool IsDanger()
{
return false;
}
string CaptureSound()
{
return "";
}
string ReleaseSound()
{
return "";
}
// ================
// CINEMATIC CONTROLLER
// ================
void CinematicTakeControl(DayZPlayer player)
{
m_CinematicPlayer = player;
}
bool CinematicCanJump()
{
return true;
}
override bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
{
if (!m_CinematicPlayer)
{
return super.ModCommandHandlerBefore(pDt, pCurrentCommandID, pCurrentCommandFinished);
}
UAInterface input = m_CinematicPlayer.GetInputInterface();
DayZCreatureAIInputController controller;
GetGame().GameScript.CallFunction(this, "GetInputController", controller, 0);
if (!input || !controller)
{
return super.ModCommandHandlerBefore(pDt, pCurrentCommandID, pCurrentCommandFinished);
}
float movementX = input.SyncedValue_ID(UAAimRight) - input.SyncedValue_ID(UAAimLeft);
float maxTurnSpeed = 100.0;
movementX = Math.Clamp(movementX * maxTurnSpeed * pDt, -180, 180);
if (input.SyncedValue_ID(UALookAround) > 0)
{
movementX = 0;
}
bool isJump = input.SyncedValue_ID(UAGetOver) > 0;
bool isMove = input.SyncedValue_ID(UAMoveForward) > 0;
bool isRest = input.SyncedValue_ID(UAMoveBack) > 0;
bool isSleep = input.SyncedValue_ID(UAReloadMagazine) > 0;
float heading = GetOrientation()[0] + movementX;
int iAlert = 0;
float fAlert = 0;
int iSpeed = 0;
float fSpeed = 0;
if (isMove)
{
iAlert = 1;
fAlert = 0.2;
bool isSprint = input.SyncedValue_ID(UATurbo) > 0;
bool isJog = input.SyncedValue_ID(UAWalkRunTemp) > 0;
bool isWalk = !isSprint && !isJog;
if (isSprint)
{
//! sprint
iSpeed = 3;
}
else if (isJog)
{
//! jog
iSpeed = 2;
}
else if (isWalk)
{
//! walk
iSpeed = 1;
}
}
DayZAnimalInputController animalController;
if (Class.CastTo(animalController, controller))
{
animalController.OverrideBehaviourSlot(true, DayZAnimalBehaviourSlot.NON_SPECIFIC_THREAT);
animalController.OverrideBehaviourAction(true, DayZAnimalBehaviourAction.TRAVELING_INPUT);
if (!isMove)
{
if (isRest)
{
iSpeed = 0;
animalController.OverrideBehaviourAction(true, DayZAnimalBehaviourAction.IDLE1_INPUT);
}
if (isSleep)
{
iSpeed = 0;
animalController.OverrideBehaviourAction(true, DayZAnimalBehaviourAction.WALKING_INPUT);
}
}
}
bool lowVel = GetVelocity(this).Length() < 0.5;
if (iSpeed > 0 && lowVel)
{
iAlert = 4;
fAlert = 1.0;
iSpeed = 3;
}
if (animalController)
{
switch (iSpeed)
{
case 0:
fSpeed = 0;
break;
case 1:
fSpeed = 2;
break;
case 2:
fSpeed = 3;
break;
case 3:
fSpeed = 5;
break;
}
}
controller.OverrideTurnSpeed(true, Math.PI2 / pDt);
controller.OverrideMovementSpeed(true, fSpeed);
controller.OverrideHeading(true, heading * Math.DEG2RAD);
controller.OverrideAlertLevel(true, true, iAlert, fAlert);
if (CinematicCanJump() && isJump)
{
controller.OverrideJump(true, 101, 2.0);
}
return true;
}
}
enum DayZAnimalConstants
{
COMMANDID_MOVE,
COMMANDID_JUMP,
COMMANDID_DEATH,
COMMANDID_HIT,
COMMANDID_ATTACK,
COMMANDID_SCRIPT,
};
class DayZAnimalCommandMove extends AnimCommandBase
{
}
class DayZAnimalCommandAttack extends AnimCommandBase
{
}
class DayZAnimalCommandJump extends AnimCommandBase
{
}
class DayZAnimalCommandLookAt extends AnimCommandBase
{
}
class DayZAnimalCommandBehaviourModifier extends AnimCommandBase
{
}
class DayZAnimalCommandHit extends AnimCommandBase
{
}
class DayZAnimalCommandDeath extends AnimCommandBase
{
}
class DayZAnimalCommandAnimCallback extends AnimCommandBase
{
}
/**
*\brief DayZAnimalCommandScript fully scriptable command
* \warning NON-MANAGED, will be managed by C++ once it is sent to the CommandHandler through DayZAnimal.StartCommand_Script
* \note So ideally, it is best to set up the DayZAnimalCommandScript, not create any instances and start it through DayZAnimal.StartCommand_ScriptInst
* In case an instance needs to be created, it needs manual deletion if not sent to the CommandHandler
* But deleting it while it is in the CommandHandler will cause crashes
*/
class DayZAnimalCommandScript extends AnimCommandBase
{
//! constructor must have 1st parameter to be DayZAnimal
//void DayZAnimalCommandScript(DayZAnimal pAnimal)
//---------------------------------------------------------------
// usable everywhere
//! this terminates command script and shows CommandHandler( ... pCurrentCommandFinished == true );
proto native void SetFlagFinished(bool pFinished);
//---------------------------------------------------------------
// PrePhys Update
//! script function usable in PrePhysUpdate
proto native bool PrePhys_GetTranslation(out vector pOutTransl); // vec3 in local space !
proto native bool PrePhys_GetRotation(out float pOutRot[4]); // quaternion in local space !
proto native void PrePhys_SetTranslation(vector pInTransl); // vec3 in local space !
proto native void PrePhys_SetRotation(float pInRot[4]); // quaternion in local space !
//---------------------------------------------------------------
// PostPhys Update
//! override this !
//! final adjustment of physics state (after physics was applied)
//! returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
bool PostPhysUpdate(float pDt);
//! script function usable in PostPhysUpdate
proto native void PostPhys_GetPosition(out vector pOutTransl); //! vec3 in world space
proto native void PostPhys_GetRotation(out float pOutRot[4]); //! quaternion in world space
proto native void PostPhys_SetPosition(vector pInTransl); //! vec3 in world space
proto native void PostPhys_SetRotation(float pInRot[4]); //! quaternion in world space
proto native void PostPhys_LockRotation(); //! do not process rotations !
}
class DayZAnimal extends DayZCreatureAI
{
//! Melee hit components (AI targeting)
protected ref array<ref DayZAIHitComponent> m_HitComponentsForAI;
protected string m_DefaultHitComponent;
protected string m_DefaultHitPositionComponent;
protected vector m_DefaultHitPosition;
proto native DayZAnimalInputController GetInputController();
proto native void StartCommand_Death(int pType, int pDirection);
proto native void StartCommand_Move();
proto native void StartCommand_Jump();
proto native void StartCommand_Attack();
proto native void StartCommand_Hit(int pType, int pDirection);
//! scripted commands
proto native DayZAnimalCommandScript StartCommand_Script(DayZAnimalCommandScript pInfectedCommand);
proto native DayZAnimalCommandScript StartCommand_ScriptInst(typename pCallbackClass);
proto native DayZAnimalCommandScript GetCommand_Script();
proto native void SignalAIAttackStarted();
proto native void SignalAIAttackEnded();
void DayZAnimal()
{
// testing: animals have no inventory by default
//GetInventory().LockInventory(LOCK_FROM_SCRIPT); // Hides animals from vicinity in inventory. Remove this if wanted otherwise.
m_HitComponentsForAI = new array<ref DayZAIHitComponent>;
RegisterHitComponentsForAI();
//! sets default hit position and cache it here (mainly for impact particles)
m_DefaultHitPosition = SetDefaultHitPosition(GetDefaultHitPositionComponent());
}
override bool IsHealthVisible()
{
return false;
}
override bool IsAnimal()
{
return true;
}
override bool IsInventoryVisible()
{
return false;
}
override int GetHideIconMask()
{
return EInventoryIconVisibility.HIDE_VICINITY;
/*
if (IsAlive())
{
return EInventoryIconVisibility.HIDE_VICINITY;
}
return super.GetHideIconMask();
*/
}
void CommandHandler(float dt, int currentCommandID, bool currentCommandFinished)
{
DayZAnimalInputController inputController = GetInputController();
//! for mods
if( ModCommandHandlerBefore(dt, currentCommandID, currentCommandFinished) )
{
return;
}
if (HandleDeath(currentCommandID, inputController))
{
return;
}
if (currentCommandFinished)
{
if (currentCommandID == DayZAnimalConstants.COMMANDID_ATTACK)
{
SignalAIAttackEnded();
}
StartCommand_Move();
return;
}
//! for mods
if( ModCommandHandlerInside(dt, currentCommandID, currentCommandFinished) )
{
return;
}
if (HandleDamageHit(currentCommandID))
{
if (currentCommandID == DayZAnimalConstants.COMMANDID_ATTACK)
{
SignalAIAttackEnded();
}
return;
}
if (currentCommandID == DayZAnimalConstants.COMMANDID_MOVE)
{
if (inputController.IsJump())
{
StartCommand_Jump();
return;
}
if (inputController.IsAttack())
{
StartCommand_Attack();
SignalAIAttackStarted();
return;
}
}
//!
if( ModCommandHandlerAfter(dt, currentCommandID, currentCommandFinished) )
{
return;
}
}
bool m_DamageHitToProcess = false;
int m_DamageHitType = 0;
int m_DamageHitDirection = 0;
bool HandleDeath(int currentCommandID, DayZAnimalInputController inputController)
{
if (inputController.IsDead())
{
if (currentCommandID == DayZAnimalConstants.COMMANDID_DEATH)
{
return true;
}
if (m_DamageHitToProcess)
{
m_DamageHitToProcess = false;
StartCommand_Death(m_DamageHitType, m_DamageHitDirection);
}
else
{
StartCommand_Death(0, 0);
}
return true;
}
return false;
}
bool HandleDamageHit(int currentCommandID)
{
if (m_DamageHitToProcess)
{
m_DamageHitToProcess = false;
if (currentCommandID != DayZAnimalConstants.COMMANDID_HIT)
{
StartCommand_Hit(m_DamageHitType, m_DamageHitDirection);
}
return true;
}
return false;
}
override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
{
super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos, speedCoef);
m_TransportHitRegistered = false;
int transferShockToDamageCoef = g_Game.ConfigGetInt(string.Format("%1 %2 DamageApplied transferShockToDamage", CFG_AMMO, ammo));
if (transferShockToDamageCoef == 1)
{
//Print("DayZAnimal | EEHitBy | nonlethal hit");
AddHealth("", "Health", -ConvertNonlethalDamage(damageResult.GetDamage(dmgZone, "Shock"), damageType));
}
else
{
ComponentAnimalBleeding animal_bleeding = ComponentAnimalBleeding.Cast( GetComponent( COMP_TYPE_ANIMAL_BLEEDING ) );
animal_bleeding.CreateWound( damageResult, dmgZone, ammo );
}
int type = 0;
int direction = 0;
if (ComputeDamageHitParams(source, dmgZone, ammo, type, direction) == true)
{
QueueDamageHit(type, direction);
}
}
void QueueDamageHit(int type, int direction)
{
m_DamageHitToProcess = true;
m_DamageHitType = type;
m_DamageHitDirection = direction;
}
bool ComputeDamageHitParams(EntityAI source, string dmgZone, string ammo, out int type, out int direction)
{
type = 0; // not used right now
float angleDeg = ComputeHitDirectionAngleDeg(source);
direction = TranslateHitAngleDegToDirectionIndex(angleDeg);
direction += FindComponentDirectionOffset(dmgZone);
return true;
}
float ComputeHitDirectionAngleDeg(EntityAI source)
{
vector targetDirection = GetDirection();
vector toSourceDirection = (source.GetPosition() - GetPosition());
targetDirection[1] = 0;
toSourceDirection[1] = 0;
targetDirection.Normalize();
toSourceDirection.Normalize();
float cosFi = vector.Dot(targetDirection, toSourceDirection);
vector cross = targetDirection * toSourceDirection;
float dirAngleDeg = Math.Acos(cosFi) * Math.RAD2DEG;
if ( cross[1] < 0 )
dirAngleDeg = -dirAngleDeg;
return dirAngleDeg;
}
int TranslateHitAngleDegToDirectionIndex(float angleDeg)
{
if (angleDeg >= -20 && angleDeg <= 20) // front
{
return 1;
}
else if (angleDeg < 0) // left
{
return 2;
}
return 3; // right
}
int FindComponentDirectionOffset(string component)
{
const int directionCount = 4;
int offset = 0;
if (component.Length() == 0)
{
offset = 0;
}
else if (component == "Zone_Head")
{
offset = directionCount;
}
else if (component == "Zone_Chest" || component == "Zone_Legs_Front" || component == "Zone_Spine_Front" || component == "Zone_Neck")
{
offset = 2 * directionCount;
}
else
{
offset = 3 * directionCount;
}
return offset;
}
//-------------------------------------------------------------
//!
//! Phx contact event
//!
override protected void EOnContact(IEntity other, Contact extra)
{
if( !IsAlive() )
return;
Transport transport = Transport.Cast(other);
if( transport )
{
if ( GetGame().IsServer() )
{
RegisterTransportHit(transport);
}
}
}
//! register hit components for AI melee (used by attacking AI)
void RegisterHitComponentsForAI()
{
//! registers default hit compoent for the entity
m_DefaultHitComponent = "Zone_Chest";
//! registers default hit position component for entity
m_DefaultHitPositionComponent = "Pelvis";
//! register hit components that are selected by probability
DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "Zone_Chest", 50);
}
override string GetHitComponentForAI()
{
string hitComp;
if (DayZAIHitComponentHelpers.SelectMostProbableHitComponent(m_HitComponentsForAI, hitComp))
{
return hitComp;
}
return GetDefaultHitComponent();
}
override string GetDefaultHitComponent()
{
return m_DefaultHitComponent;
}
override string GetDefaultHitPositionComponent()
{
return m_DefaultHitPositionComponent;
}
override vector GetDefaultHitPosition()
{
return m_DefaultHitPosition;
}
protected vector SetDefaultHitPosition(string pSelection)
{
return GetSelectionPositionMS(pSelection);
}
override protected float ConvertNonlethalDamage(float damage, DamageType damageType)
{
switch (damageType)
{
case DamageType.CLOSE_COMBAT:
return damage * GameConstants.NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS;
case DamageType.FIRE_ARM:
return damage * GameConstants.NL_DAMAGE_FIREARM_CONVERSION_ANIMALS;
}
return super.ConvertNonlethalDamage(damage, damageType);
}
}
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