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// DEPRECATED: Backwards compatibility class to prevent existing mods breaking
// I wish I could rename this to AreaDamageTimer, but can't, because of backwards compatibility with mods
class AreaDamageBase : AreaDamageManager
{
protected AreaDamageBase m_AreaDamage;
protected float m_PlayerDamage;
protected float m_OthersDamage;
protected string m_AmmoName;
protected int m_DamageType;
protected float m_LoopInterval;
protected float m_DeferDuration;
protected ref array<string> m_HitZones;
protected ref array<string> m_RaycastSources;
protected ref array<typename> m_DamageableTypes
protected ref Timer m_LoopTimer;
protected ref Timer m_DeferTimer;
void AreaDamageBase(EntityAI parent)
{
m_AreaDamage = this;
m_PlayerDamage = 0.0;
m_OthersDamage = 0.0;
m_AmmoName = "MeleeDamage";
m_DamageType = DT_CUSTOM;
m_LoopInterval = 1.0;
m_DeferDuration = 1.0;
m_HitZones = new array<string>;
m_RaycastSources = new array<string>;
m_DamageableTypes = new array<typename>;
m_DamageableTypes.Insert(DayZPlayer);
m_LoopTimer = new Timer(CALL_CATEGORY_SYSTEM);
m_DeferTimer = new Timer(CALL_CATEGORY_SYSTEM);
m_TriggerBaseClass = "AreaDamageTrigger";
}
//! events
void OnEnter(Object object)
{
if ( GetGame().IsServer() )
{
OnEnterServer(object);
}
else
{
OnEnterClient(object);
}
}
void OnEnterClient(Object object) {}
void OnEnterServer(Object object) {}
void OnLeave(Object object)
{
if ( GetGame().IsServer() )
{
OnLeaveServer(object);
}
else
{
OnLeaveClient(object);
}
}
void OnLeaveClient(Object object) {}
void OnLeaveServer(Object object)
{
//! stop all running timers
if ( m_DeferTimer && m_DeferTimer.IsRunning() )
{
m_DeferTimer.Stop();
}
if ( m_LoopTimer && m_LoopTimer.IsRunning() )
{
m_LoopTimer.Stop();
}
}
protected void EvaluateDamage_Loop(Object object)
{
m_LoopTimer.Run(m_LoopInterval, this, "EvaluateDamage", new Param1<Object>(object), true);
}
protected void EvaluateDamage_Defer(Object object)
{
m_DeferTimer.Run(m_DeferDuration, this, "EvaluateDamage", new Param1<Object>(object), false);
}
protected void EvaluateDamage_DeferLoop(Object object)
{
m_DeferTimer.Run(m_DeferDuration, this, "EvaluateDamage_Loop", new Param1<Object>(object), false);
}
protected void EvaluateDamage(Object object)
{
string hitzone;
if ( m_RaycastSources.Count() )
{
hitzone = GetRaycastedHitZone(object, m_RaycastSources);
EvaluateDamage_Common(object, hitzone);
}
else
{
hitzone = GetRandomHitZone(m_HitZones);
EvaluateDamage_Common(object, hitzone);
}
}
protected void EvaluateDamage_Common(Object object, string hitzone)
{
if ( object && object.IsAlive() )
{
if ( object.IsAnyInherited( m_DamageableTypes ) )
{
//If we are hitting an infected or animal, we increase the damage dealt as they do not bleed
//Change is multiplier
/*DayZInfected dayzInfected = DayZInfected.Cast(object);
DayZAnimal dayzAnimal = DayZAnimal.Cast(object);
EntityAI eai = EntityAI.Cast(object);
if ( dayzInfected || dayzAnimal )
{
//Agents should not take damage from fireplace, but just in case, keep multiplier relatively low
if ( hitzone )
{
eai.ProcessDirectDamage(m_DamageType, EntityAI.Cast(m_ParentObject), hitzone, m_AmmoName, "0.5 0.5 0.5", 8);
}
else
eai.ProcessDirectDamage(m_DamageType, EntityAI.Cast(m_ParentObject), "", m_AmmoName, "0.5 0.5 0.5", 8);
}
else*/
{
object.ProcessDirectDamage(m_DamageType, m_ParentObject, hitzone, m_AmmoName, "0.5 0.5 0.5", 1);
}
PostDamageActions();
}
}
}
//! ------------------------------------------------------
//! common
//!
protected string GetRandomHitZone(array<string> hitzones)
{
Math.Randomize(-1);
int idx = Math.RandomInt( 0, 100 ) % hitzones.Count();
return hitzones[idx];
}
protected string GetRaycastedHitZone(Object victim, array<string> raycast_sources_str)
{
// Vertical raycast start positions: Center, North East, North West, South East, South West
//vector raycast_sources[5] = {"0.0 0.1 0.0", "0.2 0.1 0.2", "-.2 0.1 0.2", "0.2 0.1 -.2", "-.2 0.1 -.2"};
string hitzone;
vector contact_pos;
vector contact_dir;
int contactComponent;
bool isSteppedOn = false;
array<vector> raycast_sources = new array<vector>;
ref set<Object> victims = new set<Object>;
// convert Array of string to array of Vectors
for ( int v = 0; v < raycast_sources_str.Count(); ++v)
{
raycast_sources.Insert(raycast_sources_str[v].ToVector());
}
for ( int i = 0; i < raycast_sources.Count(); ++i )
{
vector raycast_start_pos = m_AreaDamageTrigger.ModelToWorld( raycast_sources.Get(i) );
vector raycast_end_pos = "0 0.5 0" + raycast_start_pos;
//#ifdef DEVELOPER
//Debug.DrawArrow( raycast_start_pos, raycast_end_pos );
//#endif
DayZPhysics.RaycastRV( raycast_start_pos, raycast_end_pos, contact_pos, contact_dir, contactComponent, victims , null, m_AreaDamageTrigger, true, false, ObjIntersectIFire);
for ( int j = 0; j < victims.Count(); ++j )
{
Object contact_obj = victims.Get(j);
if ( contact_obj.IsAnyInherited(m_DamageableTypes) )
{
isSteppedOn = true;
break;
}
}
if ( isSteppedOn )
{
EntityAI eai = EntityAI.Cast(victim);
if ( eai )
{
hitzone = eai.GetDamageZoneNameByComponentIndex(contactComponent);
break;
}
}
}
if ( isSteppedOn )
{
return hitzone;
}
else
{
// Damage random leg since we don't know what part of player's body was caught in the trap.
string dmg_zone_rnd = "LeftFoot";
if ( Math.RandomIntInclusive(0, 1) == 1 )
dmg_zone_rnd = "RightFoot";
return dmg_zone_rnd;
}
}
//! -----------------------------------------------------
//! DEBUG
//!
#ifdef DEVELOPER
ref array<Shape> triggerAreaShapes = new array<Shape>();
void EnableDebug(bool pState = false)
{
//if (GetGame() && (!GetGame().IsClient() || GetGame().IsMultiplayer()))
//return;
if ( pState )
{
Debug_DrawArea();
}
else
{
Debug_CleanupShapes(triggerAreaShapes);
}
}
protected void Debug_DrawArea()
{
vector min = m_AreaPosition + m_ExtentMin;
vector max = m_AreaPosition + m_ExtentMax;
triggerAreaShapes.Insert(Debug.DrawBox(min, max));
}
private void Debug_CleanupShapes(array<Shape> shapesArr)
{
for ( int it = 0; it < shapesArr.Count(); ++it )
{
Debug.RemoveShape( shapesArr[it] );
}
shapesArr.Clear();
}
#endif
}