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typedef map<int,float> BleedChanceMaxMap; |
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class BleedChanceData : Managed |
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{ |
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private static const float BLOOD_HITPOINTS_UNIVERSAL = 100.0; |
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private static ref map<string, ref BleedChanceMaxMap> m_DamageTypeMap; |
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static void InitBleedChanceData() |
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{ |
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m_DamageTypeMap = new map<string,ref BleedChanceMaxMap>(); |
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InitMeleeChanceMap(); |
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InitInfectedChanceMap(); |
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} |
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static void InitMeleeChanceMap() |
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{ |
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if (m_DamageTypeMap.Contains("Melee")) |
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ErrorEx("'Melee' damage type bleed chances already initialized!"); |
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BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap(); |
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bleedChanceMaxMap.Set(0,0.0); |
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bleedChanceMaxMap.Set(10,5.0); |
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bleedChanceMaxMap.Set(20,15.0); |
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bleedChanceMaxMap.Set(30,23.4); |
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bleedChanceMaxMap.Set(40,31.2); |
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bleedChanceMaxMap.Set(50,39.0); |
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bleedChanceMaxMap.Set(60,46.8); |
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bleedChanceMaxMap.Set(70,54.6); |
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bleedChanceMaxMap.Set(80,62.4); |
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bleedChanceMaxMap.Set(90,70.2); |
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bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0); |
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m_DamageTypeMap.Set("Melee",bleedChanceMaxMap); |
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} |
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static void InitInfectedChanceMap() |
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{ |
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if (m_DamageTypeMap.Contains("Infected")) |
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ErrorEx("'Infected' damage type bleed chances already initialized!"); |
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BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap(); |
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bleedChanceMaxMap.Set(0,0.0); |
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bleedChanceMaxMap.Set(10,5.0); |
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bleedChanceMaxMap.Set(20,15.0); |
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bleedChanceMaxMap.Set(30,27.5); |
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bleedChanceMaxMap.Set(40,40.0); |
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bleedChanceMaxMap.Set(50,55.0); |
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bleedChanceMaxMap.Set(60,60.0); |
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bleedChanceMaxMap.Set(70,70.0); |
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bleedChanceMaxMap.Set(80,75.0); |
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bleedChanceMaxMap.Set(90,85.0); |
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bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0); |
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m_DamageTypeMap.Set("Infected",bleedChanceMaxMap); |
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} |
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static void Cleanup() |
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{ |
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delete m_DamageTypeMap; |
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} |
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static bool CalculateBleedChance(string damageType, float bloodDamage, float bleedThreshold, out float bleedChance) |
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{ |
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map<int,float> bleedChanceMap = m_DamageTypeMap.Get(damageType); |
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if (!bleedChanceMap) |
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return false; |
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float armor = bloodDamage / BLOOD_HITPOINTS_UNIVERSAL; |
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float valueHigher = Math.Max(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL; |
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float valueLower = Math.Min(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL; |
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#ifdef DEVELOPER |
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if (LogManager.IsBleedingChancesLogEnable()) |
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{ |
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Debug.BleedingChancesLog(armor.ToString(), "BleedChanceData" , "n/a", "armor:"); |
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Debug.BleedingChancesLog(bleedThreshold.ToString(), "BleedChanceData" , "n/a", "bleedThreshold:"); |
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} |
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#endif |
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if (valueLower > BLOOD_HITPOINTS_UNIVERSAL) |
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{ |
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bleedChance = 1.0; |
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#ifdef DEVELOPER |
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if (LogManager.IsBleedingChancesLogEnable()) |
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{ |
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Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "Unhandleed values, default bleeding chance used:"); |
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} |
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#endif |
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return true; |
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} |
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if (bleedChanceMap.Contains(valueLower)) |
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{ |
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bleedChance = bleedChanceMap.Get(valueLower) * valueHigher / 10000; |
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} |
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else |
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{ |
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float chanceMaxActual; |
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float floor = Math.Floor(valueLower / 10) * 10; |
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float ceil = Math.Ceil(valueLower / 10) * 10; |
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float pos = Math.InverseLerp(floor,ceil,valueLower); |
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float chanceMin = bleedChanceMap.Get(floor); |
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float chanceMax = bleedChanceMap.Get(ceil); |
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chanceMaxActual = Math.Lerp(chanceMin,chanceMax,pos); |
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bleedChance = valueHigher * chanceMaxActual / 10000; |
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} |
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#ifdef DEVELOPER |
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if (LogManager.IsBleedingChancesLogEnable()) |
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{ |
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Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "bleeding chance:"); |
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} |
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#endif |
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return true; |
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} |
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} |