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class TotalDamageResult: Managed
{
proto native float GetDamage(string zoneName, string healthType);
proto native float GetHighestDamage(string healthType);
};
//-----------------------------------------------------------------------------
//! exposed from C++ (do not change)
enum DamageType
{
CLOSE_COMBAT, // 0
FIRE_ARM, // 1
EXPLOSION,
STUN,
CUSTOM
}
//-----------------------------------------------------------------------------
class DamageSystem
{
static proto native void CloseCombatDamage(EntityAI source, Object targetObject, int targetComponentIndex, string ammoTypeName, vector worldPos, int directDamageFlags = ProcessDirectDamageFlags.ALL_TRANSFER);
static proto native void CloseCombatDamageName(EntityAI source, Object targetObject, string targetComponentName, string ammoTypeName, vector worldPos, int directDamageFlags = ProcessDirectDamageFlags.ALL_TRANSFER);
static proto native void ExplosionDamage(EntityAI source, Object directHitObject, string ammoTypeName, vector worldPos, int damageType);
static bool GetDamageZoneMap(EntityAI entity, out DamageZoneMap zoneMap)
{
string path_base;
string path;
if (entity.IsWeapon())
{
path_base = CFG_WEAPONSPATH;
}
else if (entity.IsMagazine())
{
path_base = CFG_MAGAZINESPATH;
}
else
{
path_base = CFG_VEHICLESPATH;
}
path_base = string.Format("%1 %2 DamageSystem DamageZones", path_base, entity.GetType());
if (!GetGame().ConfigIsExisting(path_base))
{
return false;
}
else
{
string zone;
array<string> zone_names = new array<string>;
array<string> component_names;
entity.GetDamageZones(zone_names);
for (int i = 0; i < zone_names.Count(); i++)
{
component_names = new array<string>;
zone = zone_names.Get(i);
path = string.Format("%1 %2 componentNames ", path_base, zone);
if (GetGame().ConfigIsExisting(path))
{
GetGame().ConfigGetTextArray(path,component_names);
}
zoneMap.Insert(zone,component_names);
}
return true;
}
}
//! Returns damage zone to which the named component belongs
static bool GetDamageZoneFromComponentName(notnull EntityAI entity, string component, out string damageZone)
{
DamageZoneMap zoneMap = entity.GetEntityDamageZoneMap();
array<array<string>> components;
components = zoneMap.GetValueArray();
for (int i = 0; i < components.Count(); i++)
{
array<string> inner = components.Get(i);
for (int j = 0; j < inner.Count(); j++)
{
string innerComponentName = inner.Get(j);
innerComponentName.ToLower();
//We don't have a component name, no need to proceed
if ( innerComponentName == "" )
break;
if (innerComponentName == component)
{
damageZone = zoneMap.GetKey(i);
return true;
}
}
}
damageZone = "";
return false;
}
static bool GetComponentNamesFromDamageZone(notnull EntityAI entity, string damageZone, out array<string> componentNames)
{
string path;
if (entity.IsWeapon())
{
path = CFG_WEAPONSPATH;
}
else if (entity.IsMagazine())
{
path = CFG_MAGAZINESPATH;
}
else
{
path = CFG_VEHICLESPATH;
}
path = string.Format("%1 %2 DamageSystem DamageZones %3 componentNames", path, entity.GetType(), damageZone);
if (GetGame().ConfigIsExisting(path))
{
GetGame().ConfigGetTextArray(path,componentNames);
return true;
}
return false;
}
static string GetDamageDisplayName(EntityAI entity, string zone)
{
string component_name;
entity.GetEntityDamageDisplayNameMap().Find(zone.Hash(), component_name);
component_name = Widget.TranslateString(component_name);
return component_name;
}
static void ResetAllZones(EntityAI entity)
{
DamageZoneMap zonesMap = new DamageZoneMap();
DamageSystem.GetDamageZoneMap(entity, zonesMap);
array<string> zones = zonesMap.GetKeyArray();
entity.SetHealth("", "Health", entity.GetMaxHealth("","Health"));
entity.SetHealth("", "Shock", entity.GetMaxHealth("","Shock"));
entity.SetHealth("", "Blood", entity.GetMaxHealth("","Blood"));
foreach (string zone : zones)
{
entity.SetHealth(zone, "Health", entity.GetMaxHealth(zone,"Health"));
entity.SetHealth(zone, "Shock", entity.GetMaxHealth(zone,"Shock"));
entity.SetHealth(zone, "Blood", entity.GetMaxHealth(zone,"Blood"));
}
}
}
typedef map<string,ref array<string>> DamageZoneMap; //<zone_name,<components>>