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// Mostly used for better readability
enum eZoneType
{
STATIC = 1,
DYNAMIC = 2
}
// Class used for parameter transfer, all of the params are shadows of EffectArea member variables
class EffectAreaParams
{
string m_ParamName = "Default setup";
string m_ParamTriggerType = "ContaminatedTrigger";
float m_ParamRadius = 100;
float m_ParamPosHeight = 25;
float m_ParamNegHeight = 10;
int m_ParamInnerRings = 1;
int m_ParamInnerSpace = 35;
bool m_ParamOuterToggle = true;
int m_ParamOuterSpace = 20;
int m_ParamOuterOffset = -5;
int m_ParamVertLayers = 0;
int m_ParamVerticalOffset = 10;
/*
int m_ParamPartId = ParticleList.CONTAMINATED_AREA_GAS_BIGASS;
int m_ParamAroundPartId = ParticleList.CONTAMINATED_AREA_GAS_AROUND;
int m_ParamTinyPartId = ParticleList.CONTAMINATED_AREA_GAS_TINY;
*/
int m_ParamPartId = 0;
int m_ParamAroundPartId = 0;
int m_ParamTinyPartId = 0;
string m_ParamPpeRequesterType = "PPERequester_ContaminatedAreaTint";
}
// Base class for contaminated and other "Effect" areas
class EffectArea : House
{
// Area Data
string m_Name = "Default setup"; // The user defined name of the area
int m_Type = eZoneType.STATIC; // If the zone is static or dynamic
vector m_Position; // World position of Area
// Trigger Data
float m_Radius = 100; // Radius of the Contaminated Area
float m_PositiveHeight = 25; // Distance between center and maximum height
float m_NegativeHeight = 10; // Distance between center and minimum height
// PCG parameters
// Inner Particle data
int m_InnerRings = 1; // The amount of inner rings one wants
int m_InnerSpacing = 35; // Distance between two particles placed on inner rings of the area
// Outer particle data
bool m_OuterRingToggle = true; // Allow disabling outer ring if undesired
int m_OuterRingOffset = -5; // Distance between the outermost ring of particles and area radius
int m_OuterSpacing = 20; // Distance between two particles placed on the outer most ring of the area
// Verticality handling
int m_VerticalLayers = 0; // Used to add multiple layers vertically and set vertical spacing ( 0 don't do anything )
int m_VerticalOffset = 10; // Used to determine vertical offset between two vertical layers
// Particles and visual effects
int m_ParticleID = ParticleList.CONTAMINATED_AREA_GAS_BIGASS;
int m_AroundParticleID = ParticleList.CONTAMINATED_AREA_GAS_AROUND;
int m_TinyParticleID = ParticleList.CONTAMINATED_AREA_GAS_TINY;
string m_PPERequesterType;
int m_PPERequesterIdx = -1;
int m_EffectsPriority; // When multiple areas overlap, only the area with the highest priority will play its effects
// Other values and storage
string m_TriggerType = "ContaminatedTrigger"; // The trigger class used by this zone
EffectTrigger m_Trigger; // The trigger used to determine if player is inside toxic area
ref array<Particle> m_ToxicClouds; // All static toxic clouds in ContaminatedArea
// ----------------------------------------------
// INITIAL SETUP
// ----------------------------------------------
void EffectArea()
{
RegisterNetSyncVariableFloat("m_Radius", 0, 0, 2);
RegisterNetSyncVariableFloat("m_PositiveHeight", 0, 0, 2);
RegisterNetSyncVariableFloat("m_NegativeHeight", 0, 0, 2);
RegisterNetSyncVariableInt("m_InnerRings");
RegisterNetSyncVariableInt("m_InnerSpacing");
RegisterNetSyncVariableInt("m_OuterRingOffset");
RegisterNetSyncVariableInt("m_OuterSpacing");
RegisterNetSyncVariableInt("m_VerticalLayers");
RegisterNetSyncVariableInt("m_VerticalOffset");
RegisterNetSyncVariableInt("m_ParticleID");
/*
RegisterNetSyncVariableInt("m_AroundParticleID");
RegisterNetSyncVariableInt("m_TinyParticleID");
RegisterNetSyncVariableInt("m_PPERequesterIdx");
*/
RegisterNetSyncVariableBool("m_OuterRingToggle");
}
void ~EffectArea()
{
}
void SetupZoneData( EffectAreaParams params )
{
// A lot of branching, allowing to use default values on specified params
if ( params.m_ParamName != "" )
m_Name = params.m_ParamName;
if ( params.m_ParamTriggerType != "" )
m_TriggerType = params.m_ParamTriggerType;
if ( params.m_ParamRadius > 0 )
m_Radius = params.m_ParamRadius;
if ( params.m_ParamPosHeight > -1 )
m_PositiveHeight = params.m_ParamPosHeight;
if ( params.m_ParamNegHeight > -1 )
m_NegativeHeight = params.m_ParamNegHeight;
m_InnerRings = params.m_ParamInnerRings;
if ( params.m_ParamInnerSpace > -1 )
m_InnerSpacing = params.m_ParamInnerSpace;
m_OuterRingToggle = params.m_ParamOuterToggle;
if ( params.m_ParamOuterSpace > -1 )
m_OuterSpacing = params.m_ParamOuterSpace;
m_OuterRingOffset = params.m_ParamOuterOffset;
if ( params.m_ParamVertLayers > 0 )
m_VerticalLayers = params.m_ParamVertLayers;
if ( params.m_ParamVerticalOffset > 0 )
m_VerticalOffset = params.m_ParamVerticalOffset;
m_ParticleID = params.m_ParamPartId;
m_AroundParticleID = params.m_ParamAroundPartId;
m_TinyParticleID = params.m_ParamTinyPartId;
if ( params.m_ParamPpeRequesterType != "" )
{
m_PPERequesterType = params.m_ParamPpeRequesterType;
m_PPERequesterIdx = GetRequesterIndex(m_PPERequesterType);
}
// We get the PPE index for future usage and synchronization
// DEVELOPER NOTE :
// If you cannot register a new requester, add your own indexation and lookup methods to get an index and synchronize it
// EXAMPLE : m_PPERequesterIdx = MyLookupMethod()
// We sync our data
SetSynchDirty();
// Now that everything is ready, we finalize setup
InitZone();
}
void Tick() {};
// Through this we will evaluate the resize of particles
override void OnCEUpdate()
{
super.OnCEUpdate();
Tick();
}
void InitZone()
{
//Debug.Log("------------------------------------------");
//Debug.Log( "We have created the zone : " + m_Name );
m_Position = GetWorldPosition();
if ( !GetGame().IsDedicatedServer() )
{
InitZoneClient();
}
if ( GetGame().IsServer() )
{
InitZoneServer();
}
//Debug.Log("------------------------------------------");
}
// The following methods are to be overriden to execute specifc logic
// Each method is executed where it says it will so no need to check for server or client ;)
void InitZoneServer() {};
void InitZoneClient() {};
// ----------------------------------------------
// INTERACTION SETUP
// ----------------------------------------------
override bool CanPutInCargo( EntityAI parent )
{
return false;
}
override bool CanPutIntoHands( EntityAI parent )
{
return false;
}
override bool DisableVicinityIcon()
{
return true;
}
override bool CanBeTargetedByAI( EntityAI ai )
{
return false;
}
// ----------------------------------------------
// PARTICLE GENERATION
// ----------------------------------------------
// Used to position all particles procedurally
void PlaceParticles( vector pos, float radius, int nbRings, int innerSpacing, bool outerToggle, int outerSpacing, int outerOffset, int partId )
{
#ifdef NO_GUI
return; // do not place any particles if there is no GUI
#endif
if (partId == 0)
{
Error("[WARNING] :: [EffectArea PlaceParticles] :: no particle defined, skipping area particle generation" );
return;
}
// Determine if we snap first layer to ground
bool snapFirstLayer = true;
if ( m_Type == eZoneType.STATIC && pos[1] != GetGame().SurfaceRoadY( pos[0], pos[2] ) )
snapFirstLayer = false;
// BEGINNING OF SAFETY NET
// We want to prevent divisions by 0
if ( radius == 0 )
{
// In specific case of radius, we log an error and return as it makes no sense
Error("[WARNING] :: [EffectArea PlaceParticles] :: Radius of contaminated zone is set to 0, this should not happen");
return;
}
if ( outerToggle && radius == outerOffset )
{
Error("[WARNING] :: [EffectArea PlaceParticles] :: Your outerOffset is EQUAL to your Radius, this will result in division by 0");
return;
}
// Inner spacing of 0 would cause infinite loops as no increment would happen
if ( innerSpacing == 0 )
innerSpacing = 1;
// END OF SAFETY NET
int partCounter = 0; // Used for debugging, allows one to know how many emitters are spawned in zone
int numberOfEmitters = 1; // We always have the central emitter
//Debug.Log("We have : " + nbRings + " rings");
//Debug.Log("We have : " + m_VerticalLayers + " layers");
float angle = 0; // Used in for loop to know where we are in terms of angle spacing ( RADIANS )
ParticlePropertiesArray props = new ParticlePropertiesArray();
// We also populate vertically, layer 0 will be snapped to ground, subsequent layers will see particles floating and relevant m_VerticalOffset
for ( int k = 0; k <= m_VerticalLayers; k++ )
{
vector partPos = pos;
// We prevent division by 0
// We don't want to tamper with ground layer vertical positioning
if ( k != 0 )
{
partPos[1] = partPos[1] + ( m_VerticalOffset * k );
}
// We will want to start by placing a particle at center of area
props.Insert(ParticleProperties(partPos, ParticlePropertiesFlags.PLAY_ON_CREATION, null, vector.Zero, this));
partCounter++;
// For each concentric ring, we place a particle emitter at a set offset
for ( int i = 1; i <= nbRings + outerToggle; i++ )
{
//Debug.Log("We are on iteration I : " + i );
// We prepare the variables to use later in calculation
float angleIncrement; // The value added to the offset angle to place following particle
float ab; // Length of a side of triangle used to calculate particle positionning
vector temp = vector.Zero; // Vector we rotate to position next spawn point
// The particle density is not the same on the final ring which will only happen if toggled
// Toggle uses bool parameter treated as int, thus i > nbRings test ( allows to limit branching )
if ( i > nbRings )
{
ab = radius - outerOffset; // We want to leave some space to better see area demarcation
// We calculate the rotation angle depending on particle spacing and distance from center
angleIncrement = Math.Acos( 1 - ( ( outerSpacing * outerSpacing ) / ( 2 * Math.SqrInt(ab) ) ) );
temp[2] = temp[2] + ab;
//Debug.Log("Radius of last circle " + i + " is : " + ab);
}
else
{
ab = ( radius / ( nbRings + 1 ) ) * i; // We add the offset from one ring to another
// We calculate the rotation angle depending on particle spacing and distance from center
angleIncrement = Math.Acos( 1 - ( ( innerSpacing * innerSpacing ) / ( 2 * Math.SqrInt(ab) ) ) );
temp[2] = temp[2] + ab;
//Debug.Log("Radius of inner circle " + i + " is : " + ab);
}
for ( int j = 0; j <= ( Math.PI2 / angleIncrement ); j++ )
{
// Determine position of particle emitter
// Use offset of current ring for vector length
// Use accumulated angle for vector direction
float sinAngle = Math.Sin( angle );
float cosAngle = Math.Cos( angle );
partPos = vector.RotateAroundZero( temp, vector.Up, cosAngle, sinAngle );
partPos += pos;
// We snap first layer to ground if specified
if ( k == 0 && snapFirstLayer == true )
partPos[1] = GetGame().SurfaceY( partPos[0], partPos[2] );
else if ( k == 0 && snapFirstLayer == false )
partPos[1] = partPos[1] - m_NegativeHeight;
// We check the particle is indeed in the trigger to make it consistent
if ( partPos[1] <= pos[1] + m_PositiveHeight && partPos[1] >= pos[1] - m_NegativeHeight )
{
// Place emitter at vector end ( coord )
props.Insert(ParticleProperties(partPos, ParticlePropertiesFlags.PLAY_ON_CREATION, null, GetGame().GetSurfaceOrientation( partPos[0], partPos[2] ), this));
++partCounter;
}
// Increase accumulated angle
angle += angleIncrement;
}
angle = 0; // We reset our accumulated angle for the next ring
}
}
m_ToxicClouds.Reserve(partCounter);
ParticleManager gPM = ParticleManager.GetInstance();
array<ParticleSource> createdParticles = gPM.CreateParticlesByIdArr(partId, props, partCounter);
if (createdParticles.Count() != partCounter)
{
if (gPM.IsFinishedAllocating())
{
ErrorEx(string.Format("Not enough particles in pool for EffectArea: %1", m_Name));
OnParticleAllocation(gPM, createdParticles);
}
else
{
gPM.GetEvents().Event_OnAllocation.Insert(OnParticleAllocation);
}
}
else
{
OnParticleAllocation(gPM, createdParticles);
}
//Debug.Log("Emitter count : " + partCounter );
}
void OnParticleAllocation(ParticleManager pm, array<ParticleSource> particles)
{
foreach (ParticleSource p : particles)
{
if (p.GetOwner() == this) // Safety, since it can be unrelated particles when done through event
m_ToxicClouds.Insert(p);
}
}
int GetRequesterIndex(string type)
{
typename t = type.ToType();
if (!t)
return - 1;
PPERequesterBase req = PPERequesterBank.GetRequester(t);
if (req)
return req.GetRequesterIDX();
return -1;
}
// ----------------------------------------------
// TRIGGER SETUP
// ----------------------------------------------
void CreateTrigger( vector pos, int radius )
{
// The trigger pos is based on lwer end, but we want to stretch downwards
pos[1] = pos[1] - m_NegativeHeight;
// Create new trigger of specified type
if ( Class.CastTo( m_Trigger, GetGame().CreateObjectEx( m_TriggerType, pos, ECE_NONE ) ) )
{
// We finalize trigger dimension setup
m_Trigger.SetCollisionCylinder( radius, ( m_NegativeHeight + m_PositiveHeight ) );
// If the trigger is lower in hierarchy and can see it's local effects customized, we pass the new parameters
if ( m_Trigger.IsInherited( EffectTrigger ) )
{
//Debug.Log("We override area local effects");
EffectTrigger.Cast( m_Trigger ).SetLocalEffects( m_AroundParticleID, m_TinyParticleID, m_PPERequesterIdx );
}
m_Trigger.Init(this, m_EffectsPriority);
//Debug.Log("We created the trigger at : " + m_Trigger.GetWorldPosition() );
}
}
// ----------------------------------------------
// AREA DELETION
// ----------------------------------------------
override void EEDelete( EntityAI parent )
{
if ( m_Trigger )
{
GetGame().ObjectDelete( m_Trigger );
}
// We stop playing particles on this client when the base object is deleted ( out of range for example )
if ( (GetGame().IsClient() || !GetGame().IsMultiplayer()) && m_ToxicClouds )
{
foreach ( Particle p : m_ToxicClouds )
{
p.Stop();
}
}
super.EEDelete( parent );
}
void OnPlayerEnterServer(PlayerBase player, EffectTrigger trigger)
{
player.IncreaseEffectAreaCount();
}
void OnPlayerExitServer(PlayerBase player, EffectTrigger trigger)
{
player.DecreaseEffectAreaCount();
}
}