File size: 6,173 Bytes
24b81cb |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 |
class InjuryHandlerThresholds
{
const float WORN = 0.5;
const float DAMAGED = 0.3;
const float BADLY_DAMAGED = 0.2;
const float RUINED = 0.1;
};
class InjuryAnimValues
{
const float LVL0 = 0;
const float LVL1 = 0.3;
const float LVL2 = 0.6;
const float LVL3 = 0.8;
const float LVL4 = 1;
};
enum eInjuryHandlerLevels
{
PRISTINE,
WORN,
DAMAGED,
BADLY_DAMAGED,
RUINED,
}
enum eInjuryOverrides
{
//! MUST BE POW2
NONE = 0,
MORPHINE = 1,
PAIN_KILLERS_LVL0 = 2,
PAIN_KILLERS_LVL1 = 4,
BROKEN_LEGS = 8, //New
BROKEN_LEGS_SPLINT = 16, //New
PRONE_ANIM_OVERRIDE = 32, //Prevent non pristine animation when prone
}
class InjuryAnimationHandler
{
const float VALUE_CHECK_INTERVAL = 5;
const float SENSITIVTY_PERCENTAGE = 1; //how much the value needs to change up/down from previous update to trigger a new update(in percent)
ref ScriptInvoker m_ChangedStateInvoker = new ScriptInvoker();
float m_TimeSinceLastTick = VALUE_CHECK_INTERVAL + 1;
float m_LastUpdate;
eInjuryHandlerLevels m_LastHealthUpdate;
float m_HealthMaxValue;
private PlayerBase m_Player; //! owner
private bool m_AnimationChange = false;
private bool m_InjuryAnimEnabled = false;
private float m_InjuryAnimDamageValue = 0;
int m_ForceInjuryAnimMask;
void InjuryAnimationHandler(PlayerBase player)
{
m_Player = player;
m_HealthMaxValue = m_Player.GetMaxHealth("", "Health");
}
bool IsInjuryAnimEnabled()
{
return m_InjuryAnimEnabled;
}
float GetInjuryAnimValue()
{
return m_InjuryAnimDamageValue;
}
ScriptInvoker GetInvoker()
{
return m_ChangedStateInvoker;
}
void Update(float deltaT)
{
if ( m_AnimationChange )
{
m_Player.GetCommandModifier_Additives().SetInjured(m_InjuryAnimDamageValue, m_InjuryAnimEnabled);
m_AnimationChange = false;
}
if ( GetGame().IsClient() )
return;
m_TimeSinceLastTick += deltaT;
if ( m_TimeSinceLastTick > VALUE_CHECK_INTERVAL )
{
CheckValue();
m_TimeSinceLastTick = 0;
}
}
eInjuryHandlerLevels GetOverrideLevel(eInjuryHandlerLevels unchanged_level)
{
eInjuryHandlerLevels override_level = unchanged_level;
//Whatever the case, prone will always use PRISTINE anim level as alternative anim level(s) are not interesting gameplaywise
if ( m_ForceInjuryAnimMask & eInjuryOverrides.PRONE_ANIM_OVERRIDE && override_level > eInjuryHandlerLevels.PRISTINE )
{
override_level = eInjuryHandlerLevels.PRISTINE;
return override_level;
}
if ( m_ForceInjuryAnimMask & eInjuryOverrides.MORPHINE && override_level > eInjuryHandlerLevels.PRISTINE )
{
override_level = eInjuryHandlerLevels.PRISTINE;
}
if ( m_ForceInjuryAnimMask & eInjuryOverrides.PAIN_KILLERS_LVL1 && override_level > eInjuryHandlerLevels.WORN )
{
override_level = eInjuryHandlerLevels.WORN;
}
if ( m_ForceInjuryAnimMask & eInjuryOverrides.PAIN_KILLERS_LVL0 && override_level > eInjuryHandlerLevels.DAMAGED )
{
override_level = eInjuryHandlerLevels.DAMAGED;
}
if ( m_ForceInjuryAnimMask && override_level > eInjuryHandlerLevels.DAMAGED )
{
override_level = eInjuryHandlerLevels.RUINED;
}
//Broken leg overrides
if ( m_ForceInjuryAnimMask & eInjuryOverrides.BROKEN_LEGS_SPLINT && override_level < eInjuryHandlerLevels.DAMAGED )
{
override_level = eInjuryHandlerLevels.DAMAGED;
}
if ( m_ForceInjuryAnimMask & eInjuryOverrides.BROKEN_LEGS && override_level < eInjuryHandlerLevels.RUINED )
{
//Average leg health used to determine which animation to use
float avgLegHealth = m_Player.GetHealth("RightLeg","") + m_Player.GetHealth("LeftLeg","") + m_Player.GetHealth("RightFoot","") + m_Player.GetHealth("LeftFoot","");
avgLegHealth *= 0.25; //divide by 4 to make the average leg health;
if (avgLegHealth <= PlayerConstants.BROKEN_LEGS_LOW_HEALTH_THRESHOLD)
override_level = eInjuryHandlerLevels.RUINED;
else if (avgLegHealth >= PlayerConstants.BROKEN_LEGS_HIGH_HEALTH_THRESHOLD)
override_level = eInjuryHandlerLevels.WORN;
else
override_level = eInjuryHandlerLevels.DAMAGED;
}
return override_level;
}
void CheckValue(bool forceUpdate = false)
{
float health_current_normalized = m_Player.GetHealth("","Health") / m_HealthMaxValue;
eInjuryHandlerLevels injury_level = GetInjuryLevel(health_current_normalized);
if ( m_ForceInjuryAnimMask )
{
injury_level = GetOverrideLevel(injury_level);
}
if ( m_LastHealthUpdate != injury_level || forceUpdate )
{
SendValue(injury_level);
m_ChangedStateInvoker.Invoke(injury_level);
m_LastHealthUpdate = injury_level;
Synchronize(injury_level);
}
}
void Synchronize(eInjuryHandlerLevels level)
{
m_Player.m_HealthLevel = level;
//Print("m_Player.m_HealthLevel:" + m_Player.m_HealthLevel);
m_Player.SetSynchDirty();
}
void SendValue(eInjuryHandlerLevels level)
{
DayZPlayerSyncJunctures.SendInjury(m_Player, true, level);
}
void SetInjuryCommandParams(bool enable, eInjuryHandlerLevels level)
{
m_AnimationChange = true;
m_InjuryAnimEnabled = enable;
m_InjuryAnimDamageValue = GetInjuryValue(level);
}
eInjuryHandlerLevels GetInjuryLevel(float health)
{
if ( health < InjuryHandlerThresholds.RUINED )
{
return eInjuryHandlerLevels.RUINED;
}
if ( health < InjuryHandlerThresholds.BADLY_DAMAGED )
{
return eInjuryHandlerLevels.BADLY_DAMAGED;
}
if ( health < InjuryHandlerThresholds.DAMAGED )
{
return eInjuryHandlerLevels.DAMAGED;
}
if ( health < InjuryHandlerThresholds.WORN )
{
return eInjuryHandlerLevels.WORN;
}
return eInjuryHandlerLevels.PRISTINE;
}
float GetInjuryValue(eInjuryHandlerLevels level)
{
switch ( level )
{
case eInjuryHandlerLevels.RUINED:
{
return InjuryAnimValues.LVL4;
}
case eInjuryHandlerLevels.BADLY_DAMAGED:
{
return InjuryAnimValues.LVL3;
}
case eInjuryHandlerLevels.DAMAGED:
{
return InjuryAnimValues.LVL2;
}
case eInjuryHandlerLevels.WORN:
{
return InjuryAnimValues.LVL1;
}
case eInjuryHandlerLevels.PRISTINE:
{
return InjuryAnimValues.LVL0;
}
default:
Error("Undefined Injury level");
}
return 0;
}
} |