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class NotifierBase
{
float m_DeltaT; // time in seconds since the last tick
ref Timer m_Timer1; // timer which can be used for whatever
PlayerBase m_Player; //the player this Notifier belongs to
int m_Type;
NotifiersManager m_Manager;
int m_TendencyBufferSize = 3;//for best results, this should be somewhat aligned with modifier frequency
const int TENDENCY_BUFFER_SIZE = 30;//this needs to be bigger or same size as buffer size of any invidual buffer size
bool m_ShowTendency;
bool m_Active;
//private float m_SecsToSound; //internal counter
//protected float m_MinPauseBetweenSounds; //minimal amount of seconds that needs to pass till sound is played
//protected float m_MaxPauseBetweenSounds; //maximal amount of seconds that can pass till sound is played
//private float m_SecsSinceLastAnimation; //internal counter
//private float m_SecsToAnimation; //internal counter
//protected float m_MinPauseBetweenAnimations; //minimal amount of seconds that needs to pass till animation played
//protected float m_MaxPauseBetweenAnimations; //maximal amount of seconds that can pass till animation is splayed
int m_TickInterval;
int m_TickIntervalLastTick;
float m_TendencyBuffer[TENDENCY_BUFFER_SIZE];
int m_TendencyBufferWriteIterator;
float m_LastTendency;
float m_LastMA;
bool m_FirstPass = true;
//int m_TendencyID;
PluginPlayerStatus m_ModulePlayerStatus;
void NotifierBase(NotifiersManager manager)
{
//m_Timer1 = new Timer();
m_ModulePlayerStatus = PluginPlayerStatus.Cast(GetPlugin(PluginPlayerStatus));
m_Active = true;
m_Manager = manager;
m_Player = manager.GetPlayer();
m_TickInterval = 1000;
manager.RegisterItself(GetNotifierType(), this);
}
bool IsTimeToTick(int current_time)
{
return ( current_time > m_TickIntervalLastTick + m_TickInterval );
}
VirtualHud GetVirtualHud()
{
return m_Player.GetVirtualHud();
}
int GetNotifierType()
{
return m_Type;
}
string GetName()
{
return this.ClassName() + " Notifier";
}
bool IsActive()
{
return m_Active;
}
void SetActive( bool state )
{
m_Active = state;
if ( !state ) HideBadge();
}
void DisplayTendency(float delta)
{
}
void AddToCyclicBuffer(float value)//for tendency
{
m_TendencyBuffer[m_TendencyBufferWriteIterator] = value;
m_TendencyBufferWriteIterator++;
if( m_TendencyBufferWriteIterator == m_TendencyBufferSize )
{
m_TendencyBufferWriteIterator = 0;
m_ShowTendency = true;
}
}
float ReadFromCyclicBuffer(int index)
{
int indx = m_TendencyBufferWriteIterator + index;
if( indx >= m_TendencyBufferSize)
{
indx = indx - m_TendencyBufferSize;
}
return m_TendencyBuffer[indx];
}
float GetDeltaAvaraged()//for tendency
{
array<float> values = new array<float>;
for(int i = 0; i < m_TendencyBufferSize; i++)
{
values.Insert(ReadFromCyclicBuffer(i));
}
//SmoothOutFloatValues(values);
//--------------------------------------------------------------------------
float values_sum = 0;
//PrintString("----------------------------");
//PrintString("tendency:" + this.ClassName() );
for(i = 0; i < values.Count(); i++)
{
float value = values.Get(i);
values_sum += value;
//PrintString( value.ToString() );
}
float sma = values_sum / m_TendencyBufferSize;
if( m_FirstPass )
{
m_LastMA = sma;
m_FirstPass = false;
}
float tnd = sma - m_LastMA;
m_LastMA = sma;
/*
PrintString(GetName()+" tendency:" + tnd.ToString() );
PrintString("----------------------------");
*/
return tnd;
//--------------------------------------------------------------------------
}
void SmoothOutFloatValues(array<float> values)
{
float value1;
float value2;
for(int i = 0; i < values.Count() - 1; i++)
{
value1 = values.Get(i);
value2 = values.Get(i + 1);
float average = (value1 + value2) / 2;
values.Set(i, average);
values.Set(i + 1, average);
}
int index = values.Count() - 1;
values.Set(index, value2);
}
void OnTick(float current_time)
{
//------------
/*
float time = GetGame().GetTime();
Print("ticking notifier "+ this.ClassName() +" for player " + m_Player.ToString() + " at time:" + time.ToString());
*/
//------------
m_TickIntervalLastTick = current_time;
DisplayBadge();
AddToCyclicBuffer( GetObservedValue() );
if (m_ShowTendency) DisplayTendency( GetDeltaAvaraged() );
}
protected int CalculateTendency(float delta, float inctresholdlow, float inctresholdmed, float inctresholdhigh, float dectresholdlow, float dectresholdmed, float dectresholdhigh)
{
int tendency = TENDENCY_STABLE;
if ( delta > inctresholdlow ) tendency = TENDENCY_INC_LOW;
if ( delta > inctresholdmed ) tendency = TENDENCY_INC_MED;
if ( delta > inctresholdhigh ) tendency = TENDENCY_INC_HIGH;
if ( delta < dectresholdlow ) tendency = TENDENCY_DEC_LOW;
if ( delta < dectresholdmed ) tendency = TENDENCY_DEC_MED;
if ( delta < dectresholdhigh ) tendency = TENDENCY_DEC_HIGH;
//Print(" " + delta + " tendency: " + tendency +" " + this);
return tendency;
}
protected eBadgeLevel DetermineBadgeLevel(float value, float lvl_1, float lvl_2, float lvl_3)
{
eBadgeLevel level = eBadgeLevel.NONE;
if ( value >= lvl_1 ) level = eBadgeLevel.FIRST;
if ( value >= lvl_2 ) level = eBadgeLevel.SECOND;
if ( value >= lvl_3 ) level = eBadgeLevel.THIRD;
return level;
}
protected void DisplayBadge()
{
}
protected void HideBadge()
{
}
protected float GetObservedValue()
{
return 0;
}
} |