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class BleedingSourcesManagerServer extends BleedingSourcesManagerBase |
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{ |
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const float TICK_INTERVAL_SEC = 3; |
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float m_Tick; |
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bool m_DisableBloodLoss = false; |
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ref array<int> m_DeleteList = new array<int>; |
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const int STORAGE_VERSION = 103; |
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protected BleedingSourceZone GetBleedingSourceZone(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 GetStorageVersion() |
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{ |
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return STORAGE_VERSION; |
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} |
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void RequestDeletion(int bit) |
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{ |
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m_DeleteList.Insert(bit); |
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} |
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override protected void AddBleedingSource(int bit) |
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{ |
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#ifdef DEVELOPER |
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if (m_Player && !m_Player.GetAllowDamage()) |
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return; |
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#endif |
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m_Player.SetBleedingBits(m_Player.GetBleedingBits() | bit ); |
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super.AddBleedingSource(bit); |
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m_Player.OnBleedingSourceAdded(); |
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} |
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override protected bool RemoveBleedingSource(int bit) |
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{ |
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if(!super.RemoveBleedingSource(bit)) |
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{ |
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Error("Failed to remove bleeding source:" + bit); |
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} |
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else |
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{ |
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m_Player.OnBleedingSourceRemovedEx(m_Item); |
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} |
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int inverse_bit_mask = ~bit; |
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m_Player.SetBleedingBits(m_Player.GetBleedingBits() & inverse_bit_mask ); |
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float chanceToInfect; |
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if (m_Item) |
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{ |
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chanceToInfect = m_Item.GetInfectionChance(0, CachedObjectsParams.PARAM1_BOOL); |
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} |
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else |
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{ |
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chanceToInfect = PlayerConstants.BLEEDING_SOURCE_CLOSE_INFECTION_CHANCE; |
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} |
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float diceRoll = Math.RandomFloat01(); |
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if (diceRoll < chanceToInfect) |
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{ |
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m_Player.InsertAgent(eAgents.WOUND_AGENT); |
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} |
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m_Item = null; |
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return true; |
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} |
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void RemoveAnyBleedingSource() |
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{ |
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int bleeding_sources_bits = m_Player.GetBleedingBits(); |
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int rightmost_bit = bleeding_sources_bits & (-bleeding_sources_bits); |
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RemoveBleedingSource(rightmost_bit); |
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} |
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void RemoveMostSignificantBleedingSource() |
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{ |
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int bit = GetMostSignificantBleedingSource(); |
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if( bit != 0) |
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RemoveBleedingSource(bit); |
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} |
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void RemoveMostSignificantBleedingSourceEx(ItemBase item) |
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{ |
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SetItem(item); |
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RemoveMostSignificantBleedingSource(); |
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} |
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int GetMostSignificantBleedingSource() |
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{ |
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int bleeding_sources_bits = m_Player.GetBleedingBits(); |
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float highest_flow; |
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int highest_flow_bit; |
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int bit_offset; |
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for(int i = 0; i < BIT_INT_SIZE; i++) |
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{ |
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int bit = 1 << bit_offset; |
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if( (bit & bleeding_sources_bits) != 0 ) |
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{ |
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BleedingSourceZone meta = GetBleedingSourceMeta(bit); |
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if(meta) |
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{ |
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if( meta.GetFlowModifier() > highest_flow ) |
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{ |
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highest_flow = meta.GetFlowModifier(); |
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highest_flow_bit = bit; |
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} |
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} |
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} |
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bit_offset++; |
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} |
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return highest_flow_bit; |
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} |
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void OnTick(float delta_time) |
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{ |
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m_Tick += delta_time; |
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if( m_Tick > TICK_INTERVAL_SEC ) |
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{ |
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while( m_DeleteList.Count() > 0 ) |
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{ |
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RemoveBleedingSource(m_DeleteList.Get(0)); |
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m_DeleteList.Remove(0); |
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} |
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float blood_scale = Math.InverseLerp(PlayerConstants.BLOOD_THRESHOLD_FATAL, PlayerConstants.BLEEDING_LOW_PRESSURE_BLOOD, m_Player.GetHealth( "GlobalHealth", "Blood" )); |
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blood_scale = Math.Clamp( blood_scale, PlayerConstants.BLEEDING_LOW_PRESSURE_MIN_MOD, 1 ); |
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for(int i = 0; i < m_BleedingSources.Count(); i++) |
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{ |
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m_BleedingSources.GetElement(i).OnUpdateServer( m_Tick, blood_scale, m_DisableBloodLoss ); |
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} |
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m_Tick = 0; |
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} |
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} |
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void ActivateAllBS() |
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{ |
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for(int i = 0; i < m_BleedingSourceZone.Count(); i++) |
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{ |
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int bit = m_BleedingSourceZone.GetElement(i).GetBit(); |
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if( CanAddBleedingSource(bit) ) |
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{ |
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AddBleedingSource(bit); |
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} |
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} |
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} |
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void ProcessHit(float damage, EntityAI source, int component, string zone, string ammo, vector modelPos) |
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{ |
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float dmg_max = m_Player.GetMaxHealth(zone, "Blood"); |
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float bleed_threshold = GetGame().ConfigGetFloat("CfgAmmo " + ammo + " DamageApplied bleedThreshold"); |
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string damageTypeString = GetGame().ConfigGetTextOut("CfgAmmo " + ammo + " DamageApplied type"); |
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bleed_threshold = Math.Clamp(bleed_threshold,0,1); |
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float bleedingChance; |
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bool createBleedingSource = false; |
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if (BleedChanceData.CalculateBleedChance(damageTypeString, damage, bleed_threshold,bleedingChance)) |
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{ |
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float roll = Math.RandomFloat01(); |
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createBleedingSource = bleedingChance != 0 && bleedingChance >= roll; |
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#ifdef DEVELOPER |
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if (LogManager.IsBleedingChancesLogEnable()) |
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{ |
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Debug.BleedingChancesLog(roll.ToString(), "BleedingSourcesManagerServer" , "n/a", "bleeding random roll:"); |
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} |
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#endif |
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} |
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else if (source && source.IsZombie()) |
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{ |
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int chance = Math.RandomInt(0,100); |
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if (chance <= damage) |
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{ |
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createBleedingSource = true; |
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} |
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} |
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else if (damage > (dmg_max * (1 - bleed_threshold)) ) |
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{ |
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createBleedingSource = true; |
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} |
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if (createBleedingSource) |
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{ |
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#ifdef DEVELOPER |
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if (LogManager.IsBleedingChancesLogEnable()) |
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{ |
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Debug.BleedingChancesLog("true", "BleedingSourcesManagerServer" , "n/a", "Attempting to create bleeding source"); |
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} |
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#endif |
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AttemptAddBleedingSource(component); |
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} |
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} |
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void DebugActivateBleedingSource(int source) |
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{ |
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RemoveAllSources(); |
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if(source >= m_BleedingSourceZone.Count() || !m_BleedingSourceZone.GetElement(source)) return; |
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int bit = m_BleedingSourceZone.GetElement(source).GetBit(); |
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if( bit && CanAddBleedingSource(bit) ) |
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{ |
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AddBleedingSource(bit); |
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} |
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} |
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void SetBloodLoss(bool status) |
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{ |
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m_DisableBloodLoss = status; |
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} |
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void OnStoreSave( ParamsWriteContext ctx ) |
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{ |
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int active_bits = m_Player.GetBleedingBits(); |
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ctx.Write(active_bits); |
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int bit_offset = 0; |
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for(int i = 0; i < BIT_INT_SIZE; i++) |
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{ |
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int bit = 1 << bit_offset; |
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if( (bit & active_bits) != 0 ) |
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{ |
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int active_time = GetBleedingSourceActiveTime(bit); |
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eBleedingSourceType type = GetBleedingSourceType(bit); |
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ctx.Write(active_time); |
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ctx.Write(type); |
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} |
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bit_offset++; |
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} |
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} |
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bool OnStoreLoad( ParamsReadContext ctx, int version ) |
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{ |
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int active_bits; |
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if(!ctx.Read(active_bits)) |
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{ |
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return false; |
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} |
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int bit_offset = 0; |
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for(int i = 0; i < BIT_INT_SIZE; i++) |
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{ |
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int bit = 1 << bit_offset; |
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if( (bit & active_bits) != 0 && CanAddBleedingSource(bit)) |
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{ |
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AddBleedingSource(bit); |
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int active_time = 0; |
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if(!ctx.Read(active_time)) |
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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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SetBleedingSourceActiveTime(bit,active_time); |
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} |
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if( version >= 121 ) |
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{ |
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eBleedingSourceType type = eBleedingSourceType.NORMAL; |
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if (!ctx.Read(type)) |
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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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SetBleedingSourceType(bit,type); |
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} |
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} |
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} |
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bit_offset++; |
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} |
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return true; |
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} |
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void ~BleedingSourcesManagerServer() |
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{ |
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if (m_Player && !m_Player.IsAlive()) |
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RemoveAllSources(); |
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} |
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} |