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/*
DayZPlayerImplement
this file is implemenation of dayzPlayer in script
- logic of movement
- camera switching logic
*/
enum eSwayStates
{
DEFAULT,
HOLDBREATH_IN,
HOLDBREATH_STABLE,
HOLDBREATH_EXHAUSTED,
MAX
}
class PlayerSwayConstants
{
static const float SWAY_MULTIPLIER_DEFAULT = 1.0;
static const float SWAY_MULTIPLIER_STABLE = 0.05;
static const float SWAY_MULTIPLIER_EXHAUSTED = 0.6;
static const float SWAY_TIME_IN = 1.5;
static const float SWAY_TIME_STABLE = 3.0;
static const float SWAY_TIME_EXHAUSTED = 1.5;
static const float SWAY_TIME_OUT = 0.5;
static const float SWAY_ROLL = 3;
}
class DayZPlayerImplementAiming
{
//-------------------------------------------------------------
//!
//! This HeadingModel - Clamps heading
//!
protected const float SWAY_WEIGHT_SCALER = 1;//use this to scale the sway effect up/down
protected float m_HorizontalNoise;
protected float m_HorizontalTargetValue;
protected float m_HorizontalNoiseVelocity[1] = {0};
protected DayZPlayerImplement m_PlayerDpi;
protected PlayerBase m_PlayerPb;
protected float m_TotalTime;
protected float m_ReferenceTime = 0;
protected float m_SwayStateStartTime;
//protected float m_SwayStateStartTime[eSwayStates.MAX];
protected float m_LastSwayMultiplier = PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT;
protected float m_StateStartSwayMultiplier;
protected float m_HorizontalNoiseXAxisOffset;
protected float m_BreathingXAxisOffset;
protected float m_BreathingYAxisOffset;
protected bool m_HoldingBreathSet;
protected bool m_AimNoiseAllowed = true;
protected bool m_ProceduralRecoilEnabled = true;
protected ref RecoilBase m_CurrentRecoil;
protected int m_ShakeCount;
protected float m_SwayWeight;
protected float m_MaxVelocity;
protected ref KuruShake m_KuruShake;
protected float m_CamShakeX;
protected float m_CamShakeY;
protected vector m_SwayModifier = "1 1 1";//"max_speed_noise radius_noise overall_speed"
protected int m_SwayState = -1;
protected float m_StealthAimY_Last;
protected float m_FilterVelocityStealthAimY[1] = {0};
protected static float m_AimXClampRanges[] = { -180, -20, 90, 0, -50, 90, 180, -20, 90 };
void DayZPlayerImplementAiming(DayZPlayerImplement player)
{
m_PlayerDpi = player;
Class.CastTo(m_PlayerPb, player);
UpdateSwayState(eSwayStates.DEFAULT);
}
void SetRecoil(Weapon_Base weapon)
{
if (m_ProceduralRecoilEnabled)
{
m_CurrentRecoil = weapon.SpawnRecoilObject();
}
}
void RequestKuruShake(float amount)
{
if (!m_KuruShake)
m_KuruShake = new KuruShake(m_PlayerPb, amount);
}
void OnRaiseBegin(DayZPlayerImplement player)
{
Weapon_Base weapon = Weapon_Base.Cast(player.GetHumanInventory().GetEntityInHands());
if (weapon)
{
m_SwayModifier = weapon.GetPropertyModifierObject().m_SwayModifiers;
}
}
void OnFinisherBegin(float currentAimY)
{
m_StealthAimY_Last = currentAimY;
m_FilterVelocityStealthAimY[0] = 0;
}
void OnSwayStateChange(int state)
{
switch (state)
{
case eSwayStates.HOLDBREATH_EXHAUSTED:
m_PlayerPb.OnHoldBreathExhausted();
break;
default:
break;
}
}
float GetSwayWeight()
{
return m_SwayWeight;
}
void SetAimNoiseAllowed(bool state)
{
m_AimNoiseAllowed = state;
}
bool IsAimNoiseAllowed()
{
return m_AimNoiseAllowed;
}
void SetProceduralRecoilEnabled(bool state)
{
m_ProceduralRecoilEnabled = state;
}
bool IsProceduralRecoilEnabled()
{
return m_ProceduralRecoilEnabled;
}
void SetCamShakeValues(float x_axis, float y_axis)
{
m_CamShakeX = x_axis;
m_CamShakeY = y_axis;
}
bool ProcessStealthFilters(float pDt, SDayZPlayerAimingModel pModel)
{
m_StealthAimY_Last = Math.SmoothCD(m_StealthAimY_Last, 0, m_FilterVelocityStealthAimY, 0.3, 1000, pDt);
pModel.m_fAimYMouseShift = -(pModel.m_fCurrentAimY - m_StealthAimY_Last);
return true;
}
bool ProcessAimFilters(float pDt, SDayZPlayerAimingModel pModel, int stance_index)
{
float breathing_offset_x;
float breathing_offset_y;
float noise_offset_x;
float noise_offset_y;
float shake_offset_x;
float shake_offset_y;
float recoil_offset_mouse_x;
float recoil_offset_mouse_y;
float recoil_offset_hands_x;
float recoil_offset_hands_y;
float kuru_offset_x;
float kuru_offset_y;
float player_stamina = m_PlayerPb.GetStaminaHandler().GetSyncedStaminaNormalized();
#ifdef DEVELOPER
DbgPrintAimingImplement("Player: " + m_PlayerPb + " | ProcessAimFilters | timestamp: " + m_PlayerPb.GetSimulationTimeStamp());
#endif
//negates stamina effect during hold breath
if (m_PlayerPb.IsHoldingBreath())
{
player_stamina = 1;
}
float speed = CalculateSpeedMultiplier(player_stamina);
m_TotalTime += pDt * speed;
if (m_PlayerPb.IsHoldingBreath() && !m_HoldingBreathSet)
{
m_ReferenceTime = m_TotalTime;
}
else if (!m_PlayerPb.IsHoldingBreath() && m_HoldingBreathSet)
{
m_ReferenceTime = m_TotalTime;
}
float adjusted_sway_multiplier = CalculateSwayMultiplier();
m_LastSwayMultiplier = adjusted_sway_multiplier;
m_SwayWeight = CalculateWeight( stance_index, player_stamina, 0.5/*m_PlayerPb.m_CameraSwayModifier*/, m_PlayerPb.IsHoldingBreath()) * adjusted_sway_multiplier;
//! get sway
ApplyBreathingPattern(breathing_offset_x, breathing_offset_y, 3.0, m_TotalTime, m_SwayWeight);
ApplyHorizontalNoise(noise_offset_x, noise_offset_y, 0.2, 0.5, 3.0 * m_SwayModifier[0], speed, 3 * m_SwayModifier[1], m_SwayWeight, pDt);
int shake_level = m_PlayerPb.GetShakeLevel();
if (shake_level != 0)
{
ApplyShakes(shake_offset_x, shake_offset_y, shake_level);
}
//! get recoil
if (m_CurrentRecoil)
{
m_CurrentRecoil.Update(pModel, recoil_offset_mouse_x, recoil_offset_mouse_y, recoil_offset_hands_x, recoil_offset_hands_y, pDt);
}
if (m_KuruShake)
{
m_KuruShake.Update(pDt, kuru_offset_x, kuru_offset_y);
}
//! hands offset
pModel.m_fAimXHandsOffset = breathing_offset_x + noise_offset_x + recoil_offset_hands_x + shake_offset_x + kuru_offset_x;
pModel.m_fAimYHandsOffset = breathing_offset_y + noise_offset_y + recoil_offset_hands_y + shake_offset_y + kuru_offset_y;
#ifdef DEVELOPER
DbgPrintAimingImplement("breathing_offset_y: " + breathing_offset_y);
DbgPrintAimingImplement("noise_offset_y: " + noise_offset_y);
DbgPrintAimingImplement("recoil_offset_hands_y: " + recoil_offset_hands_y);
DbgPrintAimingImplement("shake_offset_y: " + shake_offset_y);
DbgPrintAimingImplement("kuru_offset_y: " + kuru_offset_y);
DbgPrintAimingImplement("pModel.m_fAimYHandsOffset: " + pModel.m_fAimYHandsOffset);
#endif
//! cam offset
pModel.m_fAimXCamOffset = -shake_offset_x - recoil_offset_hands_x - kuru_offset_x + m_CamShakeX;
pModel.m_fAimYCamOffset = -shake_offset_y - recoil_offset_hands_y - kuru_offset_y + m_CamShakeY;
#ifdef DEVELOPER
DbgPrintAimingImplement("m_CamShakeY: " + m_CamShakeY);
DbgPrintAimingImplement("pModel.m_fAimYCamOffset: " + pModel.m_fAimYCamOffset);
#endif
//! clamp aim ranges
if (stance_index == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
{
float newVal = DayZPlayerUtils.LinearRangeClamp(pModel.m_fCurrentAimX, pModel.m_fCurrentAimY, m_AimXClampRanges);
pModel.m_fAimYHandsOffset += newVal - pModel.m_fCurrentAimY;
}
float absAimY = Math.AbsFloat(pModel.m_fCurrentAimY);
pModel.m_fAimYHandsOffset = Math.Clamp(pModel.m_fAimYHandsOffset,absAimY - 89.9,89.9 - absAimY); //'90' leads to rounding errors down the line
if (m_PlayerDpi.IsInOptics() && m_KuruShake)
{
//TODO - do not offset mouse
}
//! mouse offset
pModel.m_fAimXMouseShift = recoil_offset_mouse_x -kuru_offset_x / 10;
pModel.m_fAimYMouseShift = recoil_offset_mouse_y + kuru_offset_y / 10;
#ifdef DEVELOPER
DbgPrintAimingImplement("recoil_offset_mouse_y: " + recoil_offset_mouse_y);
DbgPrintAimingImplement("pModel.m_fAimYMouseShift: " + pModel.m_fAimYMouseShift);
#endif
if (m_PlayerPb.IsHoldingBreath() && !m_HoldingBreathSet)
{
m_HoldingBreathSet = true;
m_HorizontalNoiseXAxisOffset = noise_offset_x;
m_BreathingXAxisOffset = breathing_offset_x;
m_BreathingYAxisOffset = breathing_offset_y;
}
else if (!m_PlayerPb.IsHoldingBreath() && m_HoldingBreathSet)
{
m_HoldingBreathSet = false;
}
if (!m_PlayerPb.IsHoldingBreath() && m_LastSwayMultiplier == PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT && m_HorizontalNoiseXAxisOffset != 0)
{
m_HorizontalNoiseXAxisOffset = 0;
m_BreathingXAxisOffset = 0;
m_BreathingYAxisOffset = 0;
}
if (m_PlayerPb.IsHoldingBreath())
{
m_PlayerPb.DepleteStamina(EStaminaModifiers.HOLD_BREATH,pDt*speed);
}
#ifdef DEVELOPER
DbgPrintAimingImplement("----------------------------");
#endif
return true;
}
protected float CalculateSwayMultiplier()
{
float max;
float time;
float time_clamped;
float ret;
if (m_PlayerPb.IsHoldingBreath())
{
time = m_TotalTime - m_ReferenceTime;
if (time < PlayerSwayConstants.SWAY_TIME_IN)
{
UpdateSwayState(eSwayStates.HOLDBREATH_IN);
max = PlayerSwayConstants.SWAY_TIME_IN;
time_clamped = Math.Clamp((m_TotalTime - m_SwayStateStartTime),0,max);
ret = Math.Lerp(m_LastSwayMultiplier,PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,time_clamped/max);
}
else if (time >= PlayerSwayConstants.SWAY_TIME_IN && time < (PlayerSwayConstants.SWAY_TIME_IN + PlayerSwayConstants.SWAY_TIME_STABLE))
{
UpdateSwayState(eSwayStates.HOLDBREATH_STABLE);
ret = PlayerSwayConstants.SWAY_MULTIPLIER_STABLE;
}
else
{
UpdateSwayState(eSwayStates.HOLDBREATH_EXHAUSTED);
max = PlayerSwayConstants.SWAY_TIME_EXHAUSTED;
time_clamped = Math.Clamp((m_TotalTime - m_SwayStateStartTime),0,max);
ret = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,PlayerSwayConstants.SWAY_MULTIPLIER_EXHAUSTED,(time_clamped/max));
}
}
else
{
UpdateSwayState(eSwayStates.DEFAULT);
max = PlayerSwayConstants.SWAY_TIME_OUT;
time_clamped = Math.Clamp((m_TotalTime - m_SwayStateStartTime),0,max);
ret = Math.Lerp(m_LastSwayMultiplier,1,time_clamped/max);
}
return ret;
}
float CalculateSpeedMultiplier(float stamina)
{
return (((1.0 - stamina) * 3.0) + 1.0) * m_SwayModifier[2]; // just 'm_SwayModifier[2]' for HoldBreath
}
protected bool UpdateSwayState(int state)
{
if (state != m_SwayState)
{
m_SwayState = state;
m_SwayStateStartTime = m_TotalTime;
m_StateStartSwayMultiplier = m_LastSwayMultiplier;
OnSwayStateChange(state);
return true;
}
return false;
}
int GetCurrentSwayState()
{
return m_SwayState;
}
protected void ApplyBreathingPattern(out float x_axis, out float y_axis, float pAmplitude, float pTotalTime, float weight)
{
float multiplier = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT,0,m_LastSwayMultiplier); //TODO revise
#ifdef DEVELOPER
DbgPrintAimingImplement("m_LastSwayMultiplier: " + m_LastSwayMultiplier);
DbgPrintAimingImplement("pAmplitude: " + pAmplitude);
DbgPrintAimingImplement("pTotalTime: " + pTotalTime);
DbgPrintAimingImplement("weight: " + weight);
DbgPrintAimingImplement("multiplier: " + multiplier);
#endif
x_axis = (Math.Sin(pTotalTime) * pAmplitude / 4) * weight;
y_axis = (Math.Sin((pTotalTime) * 0.8 + 0.6) * pAmplitude) * weight;
#ifdef DEVELOPER
DbgPrintAimingImplement("y_axis_midproduct: " + y_axis);
#endif
x_axis += m_BreathingXAxisOffset * multiplier;
y_axis += m_BreathingYAxisOffset * multiplier;
}
protected void ApplyHorizontalNoise(out float x_axis, out float y_axis, float smooth_time,float max_velocity_low, float max_velocity_high, float velocity_modifier, float max_distance, float weight, float pDt)
{
if (Math.AbsFloat(m_HorizontalTargetValue - m_HorizontalNoise) < 0.01)
{
//acquire new target
m_MaxVelocity = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, max_velocity_low, max_velocity_high);
float r = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1);
m_HorizontalTargetValue = (r - 0.5) * 2 * max_distance;
m_HorizontalNoiseVelocity[0] = 0;
}
m_HorizontalNoise = Math.SmoothCD(m_HorizontalNoise, m_HorizontalTargetValue, m_HorizontalNoiseVelocity, smooth_time, m_MaxVelocity * velocity_modifier, pDt);
x_axis = m_HorizontalNoise * weight;
float multiplier = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT,0,m_LastSwayMultiplier); //TODO revise
x_axis += m_HorizontalNoiseXAxisOffset * multiplier;
}
protected void ApplyShakes(out float x_axis, out float y_axis, int level)
{
float weight = level / PlayerBase.SHAKE_LEVEL_MAX;
m_ShakeCount++;
int shakes_threshold = Math.Round(m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 2, 4));
if (m_ShakeCount > shakes_threshold)
{
m_ShakeCount = 0;
float modifier = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0.45, 0.9);
x_axis = modifier * weight * m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1);
y_axis = modifier * weight * m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1);
}
}
protected float CalculateWeight(int stance_index, float current_stamina, float camera_sway_modifier, bool holding_breath)
{
if (m_PlayerDpi.GetCommand_Move() && m_PlayerDpi.GetCommand_Move().IsInRoll())//when the player is rolling, set a constant and disregard everything else
{
return PlayerSwayConstants.SWAY_ROLL;
}
float stance_modifier;
switch (stance_index)
{
case DayZPlayerConstants.STANCEIDX_RAISEDERECT:
stance_modifier = 0.5;
break;
case DayZPlayerConstants.STANCEIDX_RAISEDCROUCH:
stance_modifier = 0.75;
break;
case DayZPlayerConstants.STANCEIDX_RAISEDPRONE:
stance_modifier = 0.9;
break;
default:
stance_modifier = 0.75;
//Debug.LogError("stance mask out of definition");
break;
}
#ifdef DEVELOPER
DbgPrintAimingImplement("current_stamina: " + current_stamina);
DbgPrintAimingImplement("camera_sway_modifier: " + camera_sway_modifier);
DbgPrintAimingImplement("holding_breath: " + holding_breath);
#endif
return (1 - stance_modifier) * m_AimNoiseAllowed * camera_sway_modifier * SWAY_WEIGHT_SCALER;
}
void DbgPrintAimingImplement(string val)
{
#ifdef DEVELOPER
if (GetDayZGame().IsAimLogEnabled())
Print("DayZPlayerImplementAiming | " + val);
#endif
}
}
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