DayZ_Scripts / scripts /4_World /DayZ /Classes /BleedingSources /BleedingSourcesManagerServer.c
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class BleedingSourcesManagerServer extends BleedingSourcesManagerBase
{
const float TICK_INTERVAL_SEC = 3;
float m_Tick;
bool m_DisableBloodLoss = false;
ref array<int> m_DeleteList = new array<int>;
const int STORAGE_VERSION = 103;
protected BleedingSourceZone GetBleedingSourceZone(int bit)
{
return m_BleedingSourceZone.Get(GetSelectionNameFromBit(bit));
}
int GetStorageVersion()
{
return STORAGE_VERSION;
}
void RequestDeletion(int bit)
{
m_DeleteList.Insert(bit);
}
override protected void AddBleedingSource(int bit)
{
#ifdef DEVELOPER
if (m_Player && !m_Player.GetAllowDamage())//full invincibility prevents bleeding source creation
return;
#endif
m_Player.SetBleedingBits(m_Player.GetBleedingBits() | bit );
super.AddBleedingSource(bit);
m_Player.OnBleedingSourceAdded();
}
override protected bool RemoveBleedingSource(int bit)
{
if(!super.RemoveBleedingSource(bit))
{
Error("Failed to remove bleeding source:" + bit);
}
else
{
m_Player.OnBleedingSourceRemovedEx(m_Item);
}
int inverse_bit_mask = ~bit;
m_Player.SetBleedingBits(m_Player.GetBleedingBits() & inverse_bit_mask );
//infection moved here to allow proper working in singleplayer
float chanceToInfect;
if (m_Item)
{
chanceToInfect = m_Item.GetInfectionChance(0, CachedObjectsParams.PARAM1_BOOL);
}
else
{
chanceToInfect = PlayerConstants.BLEEDING_SOURCE_CLOSE_INFECTION_CHANCE;
}
float diceRoll = Math.RandomFloat01();
if (diceRoll < chanceToInfect)
{
m_Player.InsertAgent(eAgents.WOUND_AGENT);
}
m_Item = null;//reset, so that next call, if induced by self-healing, will have no item
return true;
}
void RemoveAnyBleedingSource()
{
int bleeding_sources_bits = m_Player.GetBleedingBits();
int rightmost_bit = bleeding_sources_bits & (-bleeding_sources_bits);
RemoveBleedingSource(rightmost_bit);
}
void RemoveMostSignificantBleedingSource()
{
int bit = GetMostSignificantBleedingSource();
if( bit != 0)
RemoveBleedingSource(bit);
}
void RemoveMostSignificantBleedingSourceEx(ItemBase item)
{
SetItem(item);
RemoveMostSignificantBleedingSource();
}
int GetMostSignificantBleedingSource()
{
int bleeding_sources_bits = m_Player.GetBleedingBits();
float highest_flow;
int highest_flow_bit;
int bit_offset;
for(int i = 0; i < BIT_INT_SIZE; i++)
{
int bit = 1 << bit_offset;
if( (bit & bleeding_sources_bits) != 0 )
{
BleedingSourceZone meta = GetBleedingSourceMeta(bit);
if(meta)
{
if( meta.GetFlowModifier() > highest_flow )
{
highest_flow = meta.GetFlowModifier();
highest_flow_bit = bit;
//Print(meta.GetSelectionName());
}
}
}
bit_offset++;
}
return highest_flow_bit;
}
void OnTick(float delta_time)
{
m_Tick += delta_time;
if( m_Tick > TICK_INTERVAL_SEC )
{
while( m_DeleteList.Count() > 0 )
{
RemoveBleedingSource(m_DeleteList.Get(0));
m_DeleteList.Remove(0);
}
float blood_scale = Math.InverseLerp(PlayerConstants.BLOOD_THRESHOLD_FATAL, PlayerConstants.BLEEDING_LOW_PRESSURE_BLOOD, m_Player.GetHealth( "GlobalHealth", "Blood" ));
blood_scale = Math.Clamp( blood_scale, PlayerConstants.BLEEDING_LOW_PRESSURE_MIN_MOD, 1 );
for(int i = 0; i < m_BleedingSources.Count(); i++)
{
m_BleedingSources.GetElement(i).OnUpdateServer( m_Tick, blood_scale, m_DisableBloodLoss );
}
m_Tick = 0;
}
}
void ActivateAllBS()
{
for(int i = 0; i < m_BleedingSourceZone.Count(); i++)
{
int bit = m_BleedingSourceZone.GetElement(i).GetBit();
if( CanAddBleedingSource(bit) )
{
AddBleedingSource(bit);
}
}
}
//damage must be to "Blood" healthType
void ProcessHit(float damage, EntityAI source, int component, string zone, string ammo, vector modelPos)
{
float dmg_max = m_Player.GetMaxHealth(zone, "Blood");
float bleed_threshold = GetGame().ConfigGetFloat("CfgAmmo " + ammo + " DamageApplied bleedThreshold");
string damageTypeString = GetGame().ConfigGetTextOut("CfgAmmo " + ammo + " DamageApplied type");
bleed_threshold = Math.Clamp(bleed_threshold,0,1);
float bleedingChance;
bool createBleedingSource = false;
// 'true' only when the damageTypeString is handled there
if (BleedChanceData.CalculateBleedChance(damageTypeString, damage, bleed_threshold,bleedingChance))
{
float roll = Math.RandomFloat01();
createBleedingSource = bleedingChance != 0 && bleedingChance >= roll;
#ifdef DEVELOPER
if (LogManager.IsBleedingChancesLogEnable())
{
Debug.BleedingChancesLog(roll.ToString(), "BleedingSourcesManagerServer" , "n/a", "bleeding random roll:");
}
#endif
}
else if (source && source.IsZombie())
{
int chance = Math.RandomInt(0,100);
if (chance <= damage)
{
createBleedingSource = true;
}
}
else if (damage > (dmg_max * (1 - bleed_threshold)) )
{
createBleedingSource = true;
}
if (createBleedingSource)
{
#ifdef DEVELOPER
if (LogManager.IsBleedingChancesLogEnable())
{
Debug.BleedingChancesLog("true", "BleedingSourcesManagerServer" , "n/a", "Attempting to create bleeding source");
}
#endif
AttemptAddBleedingSource(component);
}
}
void DebugActivateBleedingSource(int source)
{
RemoveAllSources();
if(source >= m_BleedingSourceZone.Count() || !m_BleedingSourceZone.GetElement(source)) return;
int bit = m_BleedingSourceZone.GetElement(source).GetBit();
if( bit && CanAddBleedingSource(bit) )
{
AddBleedingSource(bit);
}
}
void SetBloodLoss(bool status)
{
m_DisableBloodLoss = status;
}
void OnStoreSave( ParamsWriteContext ctx )
{
//int count = m_BleedingSources.Count();
int active_bits = m_Player.GetBleedingBits();
ctx.Write(active_bits);
int bit_offset = 0;
for(int i = 0; i < BIT_INT_SIZE; i++)
{
int bit = 1 << bit_offset;
if( (bit & active_bits) != 0 )
{
int active_time = GetBleedingSourceActiveTime(bit);
eBleedingSourceType type = GetBleedingSourceType(bit);
ctx.Write(active_time);
ctx.Write(type);
}
bit_offset++;
}
}
bool OnStoreLoad( ParamsReadContext ctx, int version )
{
int active_bits;
if(!ctx.Read(active_bits))
{
return false;
}
int bit_offset = 0;
for(int i = 0; i < BIT_INT_SIZE; i++)
{
int bit = 1 << bit_offset;
if( (bit & active_bits) != 0 && CanAddBleedingSource(bit))
{
AddBleedingSource(bit);
int active_time = 0;
if(!ctx.Read(active_time))
{
return false;
}
else
{
SetBleedingSourceActiveTime(bit,active_time);
}
if( version >= 121 )//type was added in this version
{
eBleedingSourceType type = eBleedingSourceType.NORMAL;
if (!ctx.Read(type))
{
return false;
}
else
{
SetBleedingSourceType(bit,type);
}
}
}
bit_offset++;
}
return true;
}
void ~BleedingSourcesManagerServer()
{
if (m_Player && !m_Player.IsAlive())
RemoveAllSources();
}
}