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class TotalDamageResult: Managed |
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{ |
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proto native float GetDamage(string zoneName, string healthType); |
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proto native float GetHighestDamage(string healthType); |
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}; |
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enum DamageType |
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{ |
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CLOSE_COMBAT, |
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FIRE_ARM, |
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EXPLOSION, |
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STUN, |
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CUSTOM |
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} |
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class DamageSystem |
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{ |
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static proto native void CloseCombatDamage(EntityAI source, Object targetObject, int targetComponentIndex, string ammoTypeName, vector worldPos, int directDamageFlags = ProcessDirectDamageFlags.ALL_TRANSFER); |
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static proto native void CloseCombatDamageName(EntityAI source, Object targetObject, string targetComponentName, string ammoTypeName, vector worldPos, int directDamageFlags = ProcessDirectDamageFlags.ALL_TRANSFER); |
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static proto native void ExplosionDamage(EntityAI source, Object directHitObject, string ammoTypeName, vector worldPos, int damageType); |
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static bool GetDamageZoneMap(EntityAI entity, out DamageZoneMap zoneMap) |
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{ |
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string path_base; |
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string path; |
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if (entity.IsWeapon()) |
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{ |
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path_base = CFG_WEAPONSPATH; |
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} |
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else if (entity.IsMagazine()) |
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{ |
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path_base = CFG_MAGAZINESPATH; |
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} |
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else |
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{ |
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path_base = CFG_VEHICLESPATH; |
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} |
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path_base = string.Format("%1 %2 DamageSystem DamageZones", path_base, entity.GetType()); |
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if (!GetGame().ConfigIsExisting(path_base)) |
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{ |
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return false; |
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} |
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else |
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{ |
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string zone; |
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array<string> zone_names = new array<string>; |
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array<string> component_names; |
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entity.GetDamageZones(zone_names); |
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for (int i = 0; i < zone_names.Count(); i++) |
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{ |
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component_names = new array<string>; |
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zone = zone_names.Get(i); |
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path = string.Format("%1 %2 componentNames ", path_base, zone); |
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if (GetGame().ConfigIsExisting(path)) |
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{ |
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GetGame().ConfigGetTextArray(path,component_names); |
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} |
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zoneMap.Insert(zone,component_names); |
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} |
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return true; |
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} |
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} |
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static bool GetDamageZoneFromComponentName(notnull EntityAI entity, string component, out string damageZone) |
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{ |
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DamageZoneMap zoneMap = entity.GetEntityDamageZoneMap(); |
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array<array<string>> components; |
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components = zoneMap.GetValueArray(); |
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for (int i = 0; i < components.Count(); i++) |
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{ |
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array<string> inner = components.Get(i); |
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for (int j = 0; j < inner.Count(); j++) |
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{ |
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string innerComponentName = inner.Get(j); |
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innerComponentName.ToLower(); |
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if ( innerComponentName == "" ) |
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break; |
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if (innerComponentName == component) |
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{ |
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damageZone = zoneMap.GetKey(i); |
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return true; |
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} |
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} |
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} |
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damageZone = ""; |
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return false; |
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} |
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static bool GetComponentNamesFromDamageZone(notnull EntityAI entity, string damageZone, out array<string> componentNames) |
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{ |
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string path; |
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if (entity.IsWeapon()) |
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{ |
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path = CFG_WEAPONSPATH; |
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} |
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else if (entity.IsMagazine()) |
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{ |
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path = CFG_MAGAZINESPATH; |
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} |
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else |
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{ |
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path = CFG_VEHICLESPATH; |
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} |
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path = string.Format("%1 %2 DamageSystem DamageZones %3 componentNames", path, entity.GetType(), damageZone); |
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if (GetGame().ConfigIsExisting(path)) |
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{ |
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GetGame().ConfigGetTextArray(path,componentNames); |
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return true; |
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} |
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return false; |
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} |
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static string GetDamageDisplayName(EntityAI entity, string zone) |
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{ |
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string component_name; |
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entity.GetEntityDamageDisplayNameMap().Find(zone.Hash(), component_name); |
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component_name = Widget.TranslateString(component_name); |
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return component_name; |
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} |
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static void ResetAllZones(EntityAI entity) |
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{ |
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DamageZoneMap zonesMap = new DamageZoneMap(); |
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DamageSystem.GetDamageZoneMap(entity, zonesMap); |
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array<string> zones = zonesMap.GetKeyArray(); |
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entity.SetHealth("", "Health", entity.GetMaxHealth("","Health")); |
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entity.SetHealth("", "Shock", entity.GetMaxHealth("","Shock")); |
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entity.SetHealth("", "Blood", entity.GetMaxHealth("","Blood")); |
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foreach (string zone : zones) |
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{ |
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entity.SetHealth(zone, "Health", entity.GetMaxHealth(zone,"Health")); |
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entity.SetHealth(zone, "Shock", entity.GetMaxHealth(zone,"Shock")); |
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entity.SetHealth(zone, "Blood", entity.GetMaxHealth(zone,"Blood")); |
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} |
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} |
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} |
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typedef map<string,ref array<string>> DamageZoneMap; |