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//-------------------------------------------------------------
class SpookyEventWind : SpookyEventBase
{
override protected void Init()
{
SetCoolDown(65);
m_SoundSet = "SpookyArea_WhistlingWind_SoundSet";
}
override protected bool CanDo(PlayerBase player, TStringVectorMap surfaceTypes)
{
return player.IsSoundInsideBuilding();
}
override protected void Do(PlayerBase player)
{
//put additional code here
}
}
//-------------------------------------------------------------
class SpookyEventWhisper : SpookyEventBase
{
override protected void Init()
{
SetCoolDown(80);
m_SoundSet = "SpookyArea_Whispering_SoundSet";
}
override protected void Do(PlayerBase player)
{
//put additional code here
}
}
//-------------------------------------------------------------
class SpookyEventSteps : SpookyEventBase
{
override protected void Init()
{
SetCoolDown(40);
m_SoundSet = "SpookyArea_RunOnConcrete_SoundSet";
m_Surfaces = {"stone", "gravel", "concrete", "wood", "asphalt", "tiles", "textile"};
}
override protected void Do(PlayerBase player)
{
//put additional code here
}
}
//-------------------------------------------------------------
class SpookyEventRustle : SpookyEventBase
{
override protected void Init()
{
SetCoolDown(60);
m_SoundSet = "SpookyArea_IntenseFoliageRustle_SoundSet";
m_Surfaces = {"grass", "dirt", "forest", "soil"};
}
override protected bool CanDo(PlayerBase player, TStringVectorMap surfaceTypes)
{
return !player.IsSoundInsideBuilding();
}
override protected void Do(PlayerBase player)
{
vector soundPos = GetSoundPos(player);
string secondarySoundSet = "SpookyArea_Hedgehog_SoundSet";
if (Math.RandomBool())
{
secondarySoundSet = "SpookyArea_Badger_Voice_SoundSet";
}
EffectSound sound = SEffectManager.PlaySound(secondarySoundSet, soundPos);
sound.SetAutodestroy( true );
}
}
//-------------------------------------------------------------
//-------------------------------------------------------------
//-------------------------------------------------------------
class SpookyEventBase
{
//internal params, do not set manually
protected float m_PerformedTimestamp;//internal, marks the time this event was last performed so that it can guruantee the cooldown period before playing it again
protected int m_Cooldown;//how much time needs to elapse between this event can be performed again in seconds
//the params bellow can be set in the 'Init' method
protected string m_SoundSet;//if set, will play this soundset when performing the event
protected ref TStringArray m_Surfaces;//if set, the player needs to detect this surface for the event to be considered valid
protected vector m_MatchingSurfacePos;//position of the first matching surface
void SpookyEventBase()
{
Init();
}
protected void Init();
protected vector GetMatchingSurfacePos(TStringArray surfaces, TStringVectorMap gatheredSurfaces)
{
for (int i = 0; i < gatheredSurfaces.Count(); i++)
{
string currSurface = gatheredSurfaces.GetKey(i);
foreach (string s:surfaces)
{
if (currSurface.Contains(s))
return gatheredSurfaces.Get(currSurface);
}
}
return vector.Zero;
}
protected void SetCoolDown(float secs)
{
m_Cooldown = secs * 1000;
}
protected bool HasSurfaces()
{
return (m_Surfaces && m_Surfaces.Count() > 0);
}
protected bool CanDo(PlayerBase player, TStringVectorMap surfaceTypes)
{
return true;
}
protected void Do(PlayerBase player);
//internal, do not override, use 'CanDo' instead
bool CanPerform(PlayerBase player, float currentTime, TStringVectorMap surfaceTypes)
{
bool surfaceCheckResult = 1;
if (HasSurfaces())
{
m_MatchingSurfacePos = GetMatchingSurfacePos(m_Surfaces, surfaceTypes);
surfaceCheckResult = m_MatchingSurfacePos != vector.Zero;
}
return ( currentTime > (m_PerformedTimestamp + m_Cooldown) && surfaceCheckResult && CanDo(player, surfaceTypes) );
}
//internal, do not override, use 'Do' instead
void Perform(PlayerBase player, float currentTime, TStringVectorMap gatheredSurfaces)
{
#ifdef DIAG_DEVELOPER
if (DiagMenu.GetBool(DiagMenuIDs.TRIGGER_DEBUG))
Print("Performing " + this);
#endif
m_PerformedTimestamp = currentTime;
if (m_SoundSet)
{
vector soundPos = GetSoundPos(player);
EffectSound sound = SEffectManager.PlaySound(m_SoundSet, soundPos);
sound.SetAutodestroy( true );
#ifdef DIAG_DEVELOPER
if (DiagMenu.GetBool(DiagMenuIDs.TRIGGER_DEBUG))
Debug.DrawSphere(soundPos , 0.15,Colors.YELLOW, ShapeFlags.NOZBUFFER);
#endif
}
Do(player);
}
protected vector GetSoundPos(PlayerBase player)
{
vector soundPos;
if (HasSurfaces())
{
soundPos = m_MatchingSurfacePos;
}
else
{
float distance = Math.RandomFloatInclusive(5,15);
vector randomDir = vector.RandomDir2D() * distance;
vector playerPos = player.GetPosition();
soundPos = playerPos + randomDir;
}
return soundPos;
}
}
//----------------------------------------------------------------------------------------------------------
class SpookyTriggerEventsHandler
{
protected ref array<ref SpookyEventBase> m_SoundEvents;
protected PlayerBase m_Player;
protected float m_TimeAccu;
protected const float CONSECUTIVE_EVENTS_COOLDOWN = 20;//min delay in seconds before two events
protected const float EVENT_CHECK_FREQUENCY = 2;//when not in cooldown, the rate at which we query the events
protected const float FIRST_EVENT_CHECK_DELAY = 15;//the delay between the first event check when we first enter the contaminated area
protected const float SURFACE_CHECK_POINT_DISTANCE = 2;//additional checks for surface are performed at this distance from the player
protected float m_NextEventCheck = FIRST_EVENT_CHECK_DELAY;
void SpookyTriggerEventsHandler(notnull PlayerBase player)
{
if (!m_SoundEvents)
{
m_SoundEvents = new array<ref SpookyEventBase>();
RegisterEvents();
}
m_Player = player;
}
void ~SpookyTriggerEventsHandler()
{
m_SoundEvents = null;
}
protected void RegisterEvents()
{
m_SoundEvents.Insert(new SpookyEventWind());
m_SoundEvents.Insert(new SpookyEventWhisper());
m_SoundEvents.Insert(new SpookyEventSteps());
m_SoundEvents.Insert(new SpookyEventRustle());
}
void Update(float deltaTime)
{
m_TimeAccu += deltaTime;
if (m_TimeAccu > m_NextEventCheck)
{
if (SelectEvent())
m_NextEventCheck = CONSECUTIVE_EVENTS_COOLDOWN;
else
m_NextEventCheck = EVENT_CHECK_FREQUENCY;
m_TimeAccu = 0;
}
}
protected void GatherSurfaces(notnull TStringVectorMap gatheredGurfaces)
{
gatheredGurfaces.Clear();
vector playerPos = m_Player.GetPosition();
TVectorArray positions = new TVectorArray();
positions.Insert(playerPos);
positions.Insert(playerPos + ("0 0 1" * SURFACE_CHECK_POINT_DISTANCE));
positions.Insert(playerPos + ("0 0 -1" * SURFACE_CHECK_POINT_DISTANCE));
positions.Insert(playerPos + ("1 0 0" * SURFACE_CHECK_POINT_DISTANCE));
positions.Insert(playerPos + ("-1 0 0" * SURFACE_CHECK_POINT_DISTANCE));
foreach (vector pos : positions)
{
string surfaceType;
GetGame().SurfaceGetType3D(pos[0],pos[1], pos[2], surfaceType);
if (!gatheredGurfaces.Contains(surfaceType))
gatheredGurfaces.Insert(surfaceType, pos);
}
#ifdef DIAG_DEVELOPER
if (DiagMenu.GetBool(DiagMenuIDs.TRIGGER_DEBUG))
{
foreach (vector p:positions)
Debug.DrawLine(p, p + "0 10 0", COLOR_BLUE,ShapeFlags.NOZBUFFER);
}
#endif
}
protected bool SelectEvent()
{
TStringVectorMap gatheredSurfaces = new TStringVectorMap();
GatherSurfaces(gatheredSurfaces);//this can be optimized by calling this on demand from an event, as none events might be eligible at this point, so we might be doing this in vain
#ifdef DIAG_DEVELOPER
if (DiagMenu.GetBool(DiagMenuIDs.TRIGGER_DEBUG))
{
for(int i = 0; i < gatheredSurfaces.Count(); i++)
{
Print(gatheredSurfaces.GetKey(i));
Print(gatheredSurfaces.Get(gatheredSurfaces.GetKey(i)));
}
Print("--------------------------------------------------------------------");
}
#endif
array<ref SpookyEventBase> validEvents = new array<ref SpookyEventBase>();
float currentTime = GetGame().GetTime();
foreach (SpookyEventBase spookyEvent:m_SoundEvents)
{
if (spookyEvent.CanPerform(m_Player, currentTime, gatheredSurfaces))
validEvents.Insert(spookyEvent);
}
//validEvents.Debug();
SpookyEventBase selectedEvent;
if (validEvents.Count() > 0)
{
int randIndex = Math.RandomIntInclusive(0, validEvents.Count() - 1);
selectedEvent = validEvents[randIndex];
}
if (selectedEvent)
{
selectedEvent.Perform(m_Player, currentTime, gatheredSurfaces);
return true;
}
return false;
}
}
//!this entity gets attached to each player while present in the spooky area
class SpookyPlayerStalker : ScriptedEntity
{
protected ref UniversalTemperatureSource m_UTSource;
protected ref UniversalTemperatureSourceSettings m_UTSSettings;
protected ref UniversalTemperatureSourceLambdaConstant m_UTSLConstant;
override void EEInit()
{
super.EEInit();
if (GetGame().IsServer() || !GetGame().IsMultiplayer())
{
m_UTSSettings = new UniversalTemperatureSourceSettings();
m_UTSSettings.m_Updateable = true;
m_UTSSettings.m_UpdateInterval = 3;
m_UTSSettings.m_TemperatureMin = -20;
m_UTSSettings.m_TemperatureMax = -20;
m_UTSSettings.m_RangeFull = 2;
m_UTSSettings.m_RangeMax = 2;
m_UTSSettings.m_TemperatureCap = -20;
m_UTSSettings.m_ManualUpdate = false;
m_UTSLConstant = new UniversalTemperatureSourceLambdaConstant();
m_UTSource = new UniversalTemperatureSource(this, m_UTSSettings, m_UTSLConstant);
m_UTSource.SetActive(true);
}
}
}
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