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class BleedingSourcesManagerBase
{
ref map<int, ref BleedingSource> m_BleedingSources = new map<int, ref BleedingSource>;
ref map<string, ref BleedingSourceZone> m_BleedingSourceZone = new map<string, ref BleedingSourceZone>;
ref map<int, int> m_BleedingSourcesByLocation = new map<int, int>;
static ref map<int, int> m_BleedingSourcesZonesMaskByLocation = new map<int, int>;//for each inventory location, keep a bitmask where a bit is set to 1 for each bleeding source zone that belongs to that location
static ref set<int> m_BleedingSourcesLocationsList = new set<int>;
ItemBase m_Item;//item used to remove the bleeding source
PlayerBase m_Player;
//ref map<string, int> m_FireGeomToBit = new map<string, int>;
ref map<int, string> m_BitToFireGeom = new map<int, string>;
protected int m_Bit;
int m_BitOffset = 0;
void BleedingSourcesManagerBase( PlayerBase player )
{
m_Player = player;
Init();
}
protected void Init()
{
//dmgZone_head
RegisterBleedingZoneEx("Head",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 0 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.MASK);
//dmgZone_torso
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);
RegisterBleedingZoneEx("Pelvis",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -135 0" , "0 0.12 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY);
RegisterBleedingZoneEx("Spine",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 55 0" , "0 -0.1 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY);
RegisterBleedingZoneEx("Spine1",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 155 0" , "0 -0.1 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY);
RegisterBleedingZoneEx("Spine2",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 55 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY);
RegisterBleedingZoneEx("Spine3",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 155 0" , "0 -0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH, "BleedingSourceEffect",InventorySlots.BODY);
//dmgZone_leftArm
RegisterBleedingZoneEx("LeftShoulder",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect", InventorySlots.BODY);
RegisterBleedingZoneEx("LeftArm", PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "","0 90 90" , "0 -0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY);
RegisterBleedingZoneEx("LeftArmRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY);
RegisterBleedingZoneEx("LeftForeArm",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY);
//dmgZone_rightArm
RegisterBleedingZoneEx("RightShoulder",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY);
RegisterBleedingZoneEx("RightArm", PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL,"", "0 -90 0" , "0 0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY);
RegisterBleedingZoneEx("RightArmRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY);
RegisterBleedingZoneEx("RightForeArm",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.05 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.BODY);
//dmgZone_leftHand
RegisterBleedingZoneEx("LeftForeArmRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0.1 0 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffectLight", InventorySlots.GLOVES);
//dmgZone_rightHand
RegisterBleedingZoneEx("RightForeArmRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "-0.1 0 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffectLight", InventorySlots.GLOVES);
//dmgZone_leftLeg
RegisterBleedingZoneEx("LeftLeg",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS);
RegisterBleedingZoneEx("LeftLegRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS);
RegisterBleedingZoneEx("LeftUpLeg",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.12 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS);
RegisterBleedingZoneEx("LeftUpLegRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM , "BleedingSourceEffect",InventorySlots.LEGS);
//dmgZone_rightLeg
RegisterBleedingZoneEx("RightLeg",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.06 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS);
RegisterBleedingZoneEx("RightLegRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS);
RegisterBleedingZoneEx("RightUpLeg",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.12 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS);
RegisterBleedingZoneEx("RightUpLegRoll",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.06 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM, "BleedingSourceEffect",InventorySlots.LEGS);
//dmgZone_leftFoot
RegisterBleedingZoneEx("LeftFoot",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 180 0" , "0 0 0.035", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffectLight", InventorySlots.LEGS);
RegisterBleedingZoneEx("LeftToeBase",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 -90 0" , "0 0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffect",InventorySlots.FEET);
//dmgZone_rightFoot
RegisterBleedingZoneEx("RightFoot",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 0 0" , "0 0 -0.035", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffectLight", InventorySlots.LEGS);
RegisterBleedingZoneEx("RightToeBase",PlayerConstants.BLEEDING_SOURCE_DURATION_NORMAL, "", "0 90 0" , "0 -0.07 0", PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW, "BleedingSourceEffect", InventorySlots.FEET);
}
protected void SetItem(ItemBase item)
{
m_Item = item;
}
set<int> GetBleedingSourcesLocations()
{
return m_BleedingSourcesLocationsList;
}
//for inventory location, get the active bits
int GetBleedingSourceBitsByInvLocation(int inv_location)
{
if (m_BleedingSourcesByLocation.Contains(inv_location))
{
return m_BleedingSourcesByLocation.Get(inv_location);
}
return 0;
}
//for inventory location, get the active bits
int GetFreeBleedingSourceBitsByInvLocation(int inv_location)
{
if (m_BleedingSourcesZonesMaskByLocation.Contains(inv_location))
{
return (~m_BleedingSourcesZonesMaskByLocation.Get(inv_location) & GetBleedingSourceBitsByInvLocation(inv_location)) | (m_BleedingSourcesZonesMaskByLocation.Get(inv_location) & ~GetBleedingSourceBitsByInvLocation(inv_location));//xor
}
return 0;
}
bool IsBleedingSourceActive(string name)
{
name.ToLower();
int bit = GetBitFromSelectionName(name);
return m_Player.GetBleedingBits() & bit;
}
protected int GetBitFromSelectionID(int id)
{
CachedObjectsArrays.ARRAY_STRING.Clear();
m_Player.GetActionComponentNameList(id, CachedObjectsArrays.ARRAY_STRING, "fire");
for (int i = 0; i < CachedObjectsArrays.ARRAY_STRING.Count(); i++)
{
/*
string name = CachedObjectsArrays.ARRAY_STRING.Get(i);
PrintString(name);
*/
int bit = GetBitFromSelectionName(CachedObjectsArrays.ARRAY_STRING.Get(i));
if ( bit !=0 )
{
return bit;
}
}
return 0;
}
protected BleedingSourceZone GetBleedingSourceMeta(int bit)
{
return m_BleedingSourceZone.Get(GetSelectionNameFromBit(bit));
}
int GetRegisteredSourcesCount()
{
return m_BitOffset;
}
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)
{
if ( m_BitOffset == BIT_INT_SIZE)
{
Error("Too many bleeding sources, max is "+BIT_INT_SIZE.ToString());
}
else
{
name.ToLower();
//PrintString(name);
//int bit = Math.Pow(2, m_BitOffset);
m_Bit = 1 << m_BitOffset;
//PrintString(bit.ToString());
string bone_name = bone;
if (bone_name == "")
{
bone_name = name;
}
m_BleedingSourceZone.Insert(name, new BleedingSourceZone(name, m_Bit, offset, orientation, bone_name, max_time, flow_modifier, particle_name));
m_BleedingSourceZone.Get(name).SetInvLocation(inv_location);
m_BitToFireGeom.Insert(m_Bit, name);
m_BleedingSourcesZonesMaskByLocation.Set( inv_location, m_BleedingSourcesZonesMaskByLocation.Get(inv_location) | m_Bit);//set a bit to 1 to already existing bitmask for that location
m_BleedingSourcesLocationsList.Insert(inv_location);
m_BitOffset++;
}
}
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")
{
RegisterBleedingZoneEx(name, max_time, bone, orientation, offset, flow_modifier, particle_name);
}
void RemoveAllSources()
{
//int count = m_BleedingSources.Count();
while (m_BleedingSources.Count() > 0 )
{
int bit = m_BleedingSources.GetKey(0);
RemoveBleedingSource(bit);
}
}
protected int GetBitFromSelectionName(string name)
{
if (!m_BleedingSourceZone.Get(name))
{
return 0;
}
return m_BleedingSourceZone.Get(name).GetBit();
}
protected string GetSelectionNameFromBit(int bit)
{
return m_BitToFireGeom.Get(bit);
}
bool AttemptAddBleedingSource(int component)
{
int bit = GetBitFromSelectionID(component);
if ( bit == 0 )
{
return false;
}
if ( CanAddBleedingSource(bit) )
{
AddBleedingSource(bit);
return true;
}
return false;
}
bool AttemptAddBleedingSourceBySelection(string selection_name)
{
selection_name.ToLower();
int bit = GetBitFromSelectionName(selection_name);
if ( bit == 0 )
{
return false;
}
if ( CanAddBleedingSource(bit) )
{
AddBleedingSource(bit);
return true;
}
return false;
}
bool AttemptAddBleedingSourceDirectly(int bit, eBleedingSourceType type = eBleedingSourceType.NORMAL, int context = 0)
{
if(CanAddBleedingSource(bit))
{
AddBleedingSourceEx(bit, type, context);
return true;
}
return false;
}
protected bool CanAddBleedingSource(int bit)
{
if (!GetBleedingSourceMeta(bit))
{
return false;
}
if ((m_Player.GetBleedingBits() & bit) == 0)
{
return true;
}
return false;
}
protected void AddBleedingSourceEx(int bit, eBleedingSourceType type = eBleedingSourceType.NORMAL, int context = 0)
{
AddBleedingSource(bit);
m_BleedingSources.Get(bit).SetType(type);
}
protected void AddBleedingSource(int bit)
{
BleedingSourceZone bsz = GetBleedingSourceMeta(bit);
vector orientation = bsz.GetOrientation();
vector offset = bsz.GetOffset();
string bone_name = bsz.GetBoneName();
float flow_modifier = bsz.GetFlowModifier();
int max_time = bsz.GetMaxTime();
string particle_name = bsz.GetParticleName();
int inventory_loc = bsz.GetInvLocation();
m_BleedingSourcesByLocation.Set(inventory_loc, (m_BleedingSourcesByLocation.Get(inventory_loc) | bit));
m_BleedingSources.Insert(bit, new BleedingSource(m_Player, bit,bone_name, orientation, offset, max_time, flow_modifier, particle_name) );
}
int GetBleedingSourceActiveTime(int bit)
{
int time = -1;
if (m_BleedingSources.Contains(bit))
{
time = m_BleedingSources.Get(bit).GetActiveTime();
}
return time;
}
void SetBleedingSourceActiveTime(int bit, int time)
{
if (m_BleedingSources.Contains(bit))
{
m_BleedingSources.Get(bit).SetActiveTime(time);
}
}
void SetBleedingSourceType(int bit, eBleedingSourceType type)
{
if (m_BleedingSources.Contains(bit))
{
m_BleedingSources.Get(bit).SetType(type);
}
}
eBleedingSourceType GetBleedingSourceType(int bit)
{
if (m_BleedingSources.Contains(bit))
{
return m_BleedingSources.Get(bit).GetType();
}
return -1;
}
protected bool RemoveBleedingSource(int bit)
{
if (m_BleedingSources.Contains(bit))
{
BleedingSourceZone bsz = GetBleedingSourceMeta(bit);
int inventory_loc = bsz.GetInvLocation();
m_BleedingSourcesByLocation.Set(inventory_loc, (m_BleedingSourcesByLocation.Get(inventory_loc) & ~bit));//deactivate the bit
m_BleedingSources.Remove(bit);
return true;
}
return false;
}
int GetBleedingSourcesCount()
{
return m_BleedingSources.Count();
}
/*void ChangeBleedingIndicatorVisibility(bool visible)
{
int count = m_BleedingSources.Count();
for (int i = 0; i < count; i++)
{
m_BleedingSources.GetElement(i).ToggleSourceBleedingIndication(visible);
}
}*/
}