DayZ_Scripts / scripts /3_Game /DayZ /Analytics /AnalyticsManagerServer.c
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class AnalyticsManagerServer
{
const string STAT_DISTANCE = "dist";
const string STAT_PLAYTIME = "playtime";
const string STAT_PLAYERS_KILLED = "players_killed";
const string STAT_INFECTED_KILLED = "infected_killed";
const string STAT_LONGEST_SURVIVOR_HIT = "longest_survivor_hit";
void OnPlayerConnect(Man player)
{
player.StatRegister(STAT_DISTANCE);
player.StatRegister(STAT_PLAYTIME);
player.StatRegister(STAT_PLAYERS_KILLED);
player.StatRegister(STAT_INFECTED_KILLED);
player.StatRegister(STAT_LONGEST_SURVIVOR_HIT);
}
void OnPlayerDisconnect(Man player)
{
player.StatUpdateByPosition(STAT_DISTANCE);
player.StatUpdateByTime(STAT_PLAYTIME);
}
//Entity-Entity hit
void OnEntityHit(EntityAI source, Man target)
{
if (source)
{
Man survivor = source.GetHierarchyRootPlayer();
if (survivor && source.IsWeapon())
OnPlayerToPlayerHit(survivor, target);
}
}
protected void OnPlayerToPlayerHit(Man shooter, Man target)
{
float longestHitDistance = shooter.StatGet(STAT_LONGEST_SURVIVOR_HIT);
float currentDistance = vector.Distance(shooter.GetPosition(), target.GetPosition());
float distanceUpdate;
if (longestHitDistance < currentDistance)
distanceUpdate = currentDistance - longestHitDistance;
shooter.StatUpdate(STAT_LONGEST_SURVIVOR_HIT, distanceUpdate);
}
//Entity-Entity kill
void OnEntityKilled(Object killer, EntityAI target)
{
EntityAI killerEntity = EntityAI.Cast(killer);
if (killerEntity)
{
Man killerSurvivor = killerEntity.GetHierarchyRootPlayer();
if (killerSurvivor)
{
if (target.IsPlayer())
OnPlayerKilled(killerSurvivor, target);
else if (target.IsZombie())
OnInfectedKilled(killerSurvivor, target);
}
}
}
protected void OnPlayerKilled(Man killer, EntityAI target)
{
killer.StatUpdate(STAT_PLAYERS_KILLED, 1);
}
protected void OnInfectedKilled(Man killer, EntityAI target)
{
killer.StatUpdate(STAT_INFECTED_KILLED, 1);
}
}