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class BleedingSourcesManagerBase |
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{ |
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ref map<int, ref BleedingSource> m_BleedingSources = new map<int, ref BleedingSource>; |
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ref map<string, ref BleedingSourceZone> m_BleedingSourceZone = new map<string, ref BleedingSourceZone>; |
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ref map<int, int> m_BleedingSourcesByLocation = new map<int, int>; |
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static ref map<int, int> m_BleedingSourcesZonesMaskByLocation = new map<int, int>; |
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static ref set<int> m_BleedingSourcesLocationsList = new set<int>; |
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ItemBase m_Item; |
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PlayerBase m_Player; |
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ref map<int, string> m_BitToFireGeom = new map<int, string>; |
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protected int m_Bit; |
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int m_BitOffset = 0; |
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void BleedingSourcesManagerBase( PlayerBase player ) |
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{ |
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m_Player = player; |
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Init(); |
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} |
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protected void Init() |
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{ |
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RegisterBleedingZoneEx("Head",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 0 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.MASK); |
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RegisterBleedingZoneEx("Neck", PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL,"", "-180 0 0" , "0.02 -0.05 0.05", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.HEADGEAR); |
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RegisterBleedingZoneEx("Pelvis",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -135 0" , "0 0.12 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("Spine",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 55 0" , "0 -0.1 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("Spine1",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 155 0" , "0 -0.1 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("Spine2",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 55 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("Spine3",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 155 0" , "0 -0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("LeftShoulder",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect", InventorySlots.BODY); |
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RegisterBleedingZoneEx("LeftArm", PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "","0 90 90" , "0 -0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("LeftArmRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("LeftForeArm",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("RightShoulder",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("RightArm", PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL,"", "0 -90 0" , "0 0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("RightArmRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("RightForeArm",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY); |
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RegisterBleedingZoneEx("LeftForeArmRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0.1 0 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffectLight", InventorySlots.GLOVES); |
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RegisterBleedingZoneEx("RightForeArmRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "-0.1 0 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffectLight", InventorySlots.GLOVES); |
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RegisterBleedingZoneEx("LeftLeg",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS); |
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RegisterBleedingZoneEx("LeftLegRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS); |
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RegisterBleedingZoneEx("LeftUpLeg",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.12 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS); |
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RegisterBleedingZoneEx("LeftUpLegRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM , "BleedingSourceEffect",InventorySlots.LEGS); |
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RegisterBleedingZoneEx("RightLeg",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.06 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS); |
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RegisterBleedingZoneEx("RightLegRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS); |
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RegisterBleedingZoneEx("RightUpLeg",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.12 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS); |
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RegisterBleedingZoneEx("RightUpLegRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.06 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS); |
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RegisterBleedingZoneEx("LeftFoot",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 180 0" , "0 0 0.035", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffectLight", InventorySlots.LEGS); |
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RegisterBleedingZoneEx("LeftToeBase",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffect",InventorySlots.FEET); |
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RegisterBleedingZoneEx("RightFoot",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 0 0" , "0 0 -0.035", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffectLight", InventorySlots.LEGS); |
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RegisterBleedingZoneEx("RightToeBase",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffect", InventorySlots.FEET); |
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} |
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protected void SetItem(ItemBase item) |
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{ |
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m_Item = item; |
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} |
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set<int> GetBleedingSourcesLocations() |
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{ |
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return m_BleedingSourcesLocationsList; |
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} |
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int GetBleedingSourceBitsByInvLocation(int inv_location) |
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{ |
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if (m_BleedingSourcesByLocation.Contains(inv_location)) |
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{ |
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return m_BleedingSourcesByLocation.Get(inv_location); |
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} |
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return 0; |
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} |
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int GetFreeBleedingSourceBitsByInvLocation(int inv_location) |
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{ |
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if (m_BleedingSourcesZonesMaskByLocation.Contains(inv_location)) |
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{ |
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return (~m_BleedingSourcesZonesMaskByLocation.Get(inv_location) & GetBleedingSourceBitsByInvLocation(inv_location)) | (m_BleedingSourcesZonesMaskByLocation.Get(inv_location) & ~GetBleedingSourceBitsByInvLocation(inv_location)); |
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} |
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return 0; |
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} |
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bool IsBleedingSourceActive(string name) |
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{ |
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name.ToLower(); |
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int bit = GetBitFromSelectionName(name); |
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return m_Player.GetBleedingBits() & bit; |
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} |
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protected int GetBitFromSelectionID(int id) |
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{ |
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CachedObjectsArrays.ARRAY_STRING.Clear(); |
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m_Player.GetActionComponentNameList(id, CachedObjectsArrays.ARRAY_STRING, "fire"); |
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for (int i = 0; i < CachedObjectsArrays.ARRAY_STRING.Count(); i++) |
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{ |
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int bit = GetBitFromSelectionName(CachedObjectsArrays.ARRAY_STRING.Get(i)); |
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if ( bit !=0 ) |
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{ |
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return bit; |
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} |
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} |
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return 0; |
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} |
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protected BleedingSourceZone GetBleedingSourceMeta(int bit) |
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{ |
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return m_BleedingSourceZone.Get(GetSelectionNameFromBit(bit)); |
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} |
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int GetRegisteredSourcesCount() |
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{ |
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return m_BitOffset; |
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} |
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protected void RegisterBleedingZoneEx(string name, int max_time, string bone = "", vector orientation = "0 0 0", vector offset = "0 0 0", float flow_modifier = 1, string particle_name = "BleedingSourceEffect", int inv_location = 0) |
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{ |
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if ( m_BitOffset == BIT_INT_SIZE) |
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{ |
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Error("Too many bleeding sources, max is "+BIT_INT_SIZE.ToString()); |
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} |
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else |
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{ |
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name.ToLower(); |
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m_Bit = 1 << m_BitOffset; |
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string bone_name = bone; |
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if (bone_name == "") |
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{ |
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bone_name = name; |
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} |
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m_BleedingSourceZone.Insert(name, new BleedingSourceZone(name, m_Bit, offset, orientation, bone_name, max_time, flow_modifier, particle_name)); |
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m_BleedingSourceZone.Get(name).SetInvLocation(inv_location); |
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m_BitToFireGeom.Insert(m_Bit, name); |
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m_BleedingSourcesZonesMaskByLocation.Set( inv_location, m_BleedingSourcesZonesMaskByLocation.Get(inv_location) | m_Bit); |
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m_BleedingSourcesLocationsList.Insert(inv_location); |
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m_BitOffset++; |
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} |
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} |
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protected void RegisterBleedingZone(string name, int max_time, string bone = "", vector orientation = "0 0 0", vector offset = "0 0 0", float flow_modifier = 1, string particle_name = "BleedingSourceEffect") |
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{ |
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RegisterBleedingZoneEx(name, max_time, bone, orientation, offset, flow_modifier, particle_name); |
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} |
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void RemoveAllSources() |
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{ |
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while (m_BleedingSources.Count() > 0 ) |
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{ |
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int bit = m_BleedingSources.GetKey(0); |
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RemoveBleedingSource(bit); |
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} |
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} |
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protected int GetBitFromSelectionName(string name) |
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{ |
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if (!m_BleedingSourceZone.Get(name)) |
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{ |
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return 0; |
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} |
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return m_BleedingSourceZone.Get(name).GetBit(); |
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} |
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protected string GetSelectionNameFromBit(int bit) |
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{ |
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return m_BitToFireGeom.Get(bit); |
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} |
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bool AttemptAddBleedingSource(int component) |
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{ |
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int bit = GetBitFromSelectionID(component); |
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if ( bit == 0 ) |
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{ |
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return false; |
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} |
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if ( CanAddBleedingSource(bit) ) |
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{ |
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AddBleedingSource(bit); |
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return true; |
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} |
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return false; |
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} |
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bool AttemptAddBleedingSourceBySelection(string selection_name) |
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{ |
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selection_name.ToLower(); |
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int bit = GetBitFromSelectionName(selection_name); |
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if ( bit == 0 ) |
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{ |
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return false; |
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} |
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if ( CanAddBleedingSource(bit) ) |
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{ |
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AddBleedingSource(bit); |
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return true; |
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} |
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return false; |
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} |
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bool AttemptAddBleedingSourceDirectly(int bit, eBleedingSourceType type = eBleedingSourceType.NORMAL, int context = 0) |
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{ |
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if(CanAddBleedingSource(bit)) |
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{ |
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AddBleedingSourceEx(bit, type, context); |
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return true; |
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} |
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return false; |
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} |
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protected bool CanAddBleedingSource(int bit) |
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{ |
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if (!GetBleedingSourceMeta(bit)) |
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{ |
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return false; |
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} |
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if ((m_Player.GetBleedingBits() & bit) == 0) |
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{ |
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return true; |
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} |
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return false; |
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} |
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protected void AddBleedingSourceEx(int bit, eBleedingSourceType type = eBleedingSourceType.NORMAL, int context = 0) |
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{ |
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AddBleedingSource(bit); |
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m_BleedingSources.Get(bit).SetType(type); |
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} |
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protected void AddBleedingSource(int bit) |
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{ |
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BleedingSourceZone bsz = GetBleedingSourceMeta(bit); |
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vector orientation = bsz.GetOrientation(); |
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vector offset = bsz.GetOffset(); |
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string bone_name = bsz.GetBoneName(); |
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float flow_modifier = bsz.GetFlowModifier(); |
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int max_time = bsz.GetMaxTime(); |
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string particle_name = bsz.GetParticleName(); |
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int inventory_loc = bsz.GetInvLocation(); |
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m_BleedingSourcesByLocation.Set(inventory_loc, (m_BleedingSourcesByLocation.Get(inventory_loc) | bit)); |
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m_BleedingSources.Insert(bit, new BleedingSource(m_Player, bit,bone_name, orientation, offset, max_time, flow_modifier, particle_name) ); |
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} |
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int GetBleedingSourceActiveTime(int bit) |
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{ |
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int time = -1; |
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if (m_BleedingSources.Contains(bit)) |
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{ |
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time = m_BleedingSources.Get(bit).GetActiveTime(); |
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} |
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return time; |
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} |
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void SetBleedingSourceActiveTime(int bit, int time) |
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{ |
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if (m_BleedingSources.Contains(bit)) |
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{ |
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m_BleedingSources.Get(bit).SetActiveTime(time); |
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} |
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} |
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void SetBleedingSourceType(int bit, eBleedingSourceType type) |
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{ |
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if (m_BleedingSources.Contains(bit)) |
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{ |
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m_BleedingSources.Get(bit).SetType(type); |
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} |
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} |
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eBleedingSourceType GetBleedingSourceType(int bit) |
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{ |
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if (m_BleedingSources.Contains(bit)) |
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{ |
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return m_BleedingSources.Get(bit).GetType(); |
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} |
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return -1; |
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} |
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protected bool RemoveBleedingSource(int bit) |
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{ |
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if (m_BleedingSources.Contains(bit)) |
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{ |
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BleedingSourceZone bsz = GetBleedingSourceMeta(bit); |
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int inventory_loc = bsz.GetInvLocation(); |
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m_BleedingSourcesByLocation.Set(inventory_loc, (m_BleedingSourcesByLocation.Get(inventory_loc) & ~bit)); |
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m_BleedingSources.Remove(bit); |
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return true; |
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} |
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return false; |
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} |
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int GetBleedingSourcesCount() |
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{ |
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return m_BleedingSources.Count(); |
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} |
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} |