D3ltaQ's picture
Upload 2197 files
24b81cb verified
class InjuryHandlerThresholds
{
const float WORN = 0.5;
const float DAMAGED = 0.3;
const float BADLY_DAMAGED = 0.2;
const float RUINED = 0.1;
};
class InjuryAnimValues
{
const float LVL0 = 0;
const float LVL1 = 0.3;
const float LVL2 = 0.6;
const float LVL3 = 0.8;
const float LVL4 = 1;
};
enum eInjuryHandlerLevels
{
PRISTINE,
WORN,
DAMAGED,
BADLY_DAMAGED,
RUINED,
}
enum eInjuryOverrides
{
//! MUST BE POW2
NONE = 0,
MORPHINE = 1,
PAIN_KILLERS_LVL0 = 2,
PAIN_KILLERS_LVL1 = 4,
BROKEN_LEGS = 8, //New
BROKEN_LEGS_SPLINT = 16, //New
PRONE_ANIM_OVERRIDE = 32, //Prevent non pristine animation when prone
}
class InjuryAnimationHandler
{
const float VALUE_CHECK_INTERVAL = 5;
const float SENSITIVTY_PERCENTAGE = 1; //how much the value needs to change up/down from previous update to trigger a new update(in percent)
ref ScriptInvoker m_ChangedStateInvoker = new ScriptInvoker();
float m_TimeSinceLastTick = VALUE_CHECK_INTERVAL + 1;
float m_LastUpdate;
eInjuryHandlerLevels m_LastHealthUpdate;
float m_HealthMaxValue;
private PlayerBase m_Player; //! owner
private bool m_AnimationChange = false;
private bool m_InjuryAnimEnabled = false;
private float m_InjuryAnimDamageValue = 0;
int m_ForceInjuryAnimMask;
void InjuryAnimationHandler(PlayerBase player)
{
m_Player = player;
m_HealthMaxValue = m_Player.GetMaxHealth("", "Health");
}
bool IsInjuryAnimEnabled()
{
return m_InjuryAnimEnabled;
}
float GetInjuryAnimValue()
{
return m_InjuryAnimDamageValue;
}
ScriptInvoker GetInvoker()
{
return m_ChangedStateInvoker;
}
void Update(float deltaT)
{
if ( m_AnimationChange )
{
m_Player.GetCommandModifier_Additives().SetInjured(m_InjuryAnimDamageValue, m_InjuryAnimEnabled);
m_AnimationChange = false;
}
if ( GetGame().IsClient() )
return;
m_TimeSinceLastTick += deltaT;
if ( m_TimeSinceLastTick > VALUE_CHECK_INTERVAL )
{
CheckValue();
m_TimeSinceLastTick = 0;
}
}
eInjuryHandlerLevels GetOverrideLevel(eInjuryHandlerLevels unchanged_level)
{
eInjuryHandlerLevels override_level = unchanged_level;
//Whatever the case, prone will always use PRISTINE anim level as alternative anim level(s) are not interesting gameplaywise
if ( m_ForceInjuryAnimMask & eInjuryOverrides.PRONE_ANIM_OVERRIDE && override_level > eInjuryHandlerLevels.PRISTINE )
{
override_level = eInjuryHandlerLevels.PRISTINE;
return override_level;
}
if ( m_ForceInjuryAnimMask & eInjuryOverrides.MORPHINE && override_level > eInjuryHandlerLevels.PRISTINE )
{
override_level = eInjuryHandlerLevels.PRISTINE;
}
if ( m_ForceInjuryAnimMask & eInjuryOverrides.PAIN_KILLERS_LVL1 && override_level > eInjuryHandlerLevels.WORN )
{
override_level = eInjuryHandlerLevels.WORN;
}
if ( m_ForceInjuryAnimMask & eInjuryOverrides.PAIN_KILLERS_LVL0 && override_level > eInjuryHandlerLevels.DAMAGED )
{
override_level = eInjuryHandlerLevels.DAMAGED;
}
if ( m_ForceInjuryAnimMask && override_level > eInjuryHandlerLevels.DAMAGED )
{
override_level = eInjuryHandlerLevels.RUINED;
}
//Broken leg overrides
if ( m_ForceInjuryAnimMask & eInjuryOverrides.BROKEN_LEGS_SPLINT && override_level < eInjuryHandlerLevels.DAMAGED )
{
override_level = eInjuryHandlerLevels.DAMAGED;
}
if ( m_ForceInjuryAnimMask & eInjuryOverrides.BROKEN_LEGS && override_level < eInjuryHandlerLevels.RUINED )
{
//Average leg health used to determine which animation to use
float avgLegHealth = m_Player.GetHealth("RightLeg","") + m_Player.GetHealth("LeftLeg","") + m_Player.GetHealth("RightFoot","") + m_Player.GetHealth("LeftFoot","");
avgLegHealth *= 0.25; //divide by 4 to make the average leg health;
if (avgLegHealth <= PlayerConstants.BROKEN_LEGS_LOW_HEALTH_THRESHOLD)
override_level = eInjuryHandlerLevels.RUINED;
else if (avgLegHealth >= PlayerConstants.BROKEN_LEGS_HIGH_HEALTH_THRESHOLD)
override_level = eInjuryHandlerLevels.WORN;
else
override_level = eInjuryHandlerLevels.DAMAGED;
}
return override_level;
}
void CheckValue(bool forceUpdate = false)
{
float health_current_normalized = m_Player.GetHealth("","Health") / m_HealthMaxValue;
eInjuryHandlerLevels injury_level = GetInjuryLevel(health_current_normalized);
if ( m_ForceInjuryAnimMask )
{
injury_level = GetOverrideLevel(injury_level);
}
if ( m_LastHealthUpdate != injury_level || forceUpdate )
{
SendValue(injury_level);
m_ChangedStateInvoker.Invoke(injury_level);
m_LastHealthUpdate = injury_level;
Synchronize(injury_level);
}
}
void Synchronize(eInjuryHandlerLevels level)
{
m_Player.m_HealthLevel = level;
//Print("m_Player.m_HealthLevel:" + m_Player.m_HealthLevel);
m_Player.SetSynchDirty();
}
void SendValue(eInjuryHandlerLevels level)
{
DayZPlayerSyncJunctures.SendInjury(m_Player, true, level);
}
void SetInjuryCommandParams(bool enable, eInjuryHandlerLevels level)
{
m_AnimationChange = true;
m_InjuryAnimEnabled = enable;
m_InjuryAnimDamageValue = GetInjuryValue(level);
}
eInjuryHandlerLevels GetInjuryLevel(float health)
{
if ( health < InjuryHandlerThresholds.RUINED )
{
return eInjuryHandlerLevels.RUINED;
}
if ( health < InjuryHandlerThresholds.BADLY_DAMAGED )
{
return eInjuryHandlerLevels.BADLY_DAMAGED;
}
if ( health < InjuryHandlerThresholds.DAMAGED )
{
return eInjuryHandlerLevels.DAMAGED;
}
if ( health < InjuryHandlerThresholds.WORN )
{
return eInjuryHandlerLevels.WORN;
}
return eInjuryHandlerLevels.PRISTINE;
}
float GetInjuryValue(eInjuryHandlerLevels level)
{
switch ( level )
{
case eInjuryHandlerLevels.RUINED:
{
return InjuryAnimValues.LVL4;
}
case eInjuryHandlerLevels.BADLY_DAMAGED:
{
return InjuryAnimValues.LVL3;
}
case eInjuryHandlerLevels.DAMAGED:
{
return InjuryAnimValues.LVL2;
}
case eInjuryHandlerLevels.WORN:
{
return InjuryAnimValues.LVL1;
}
case eInjuryHandlerLevels.PRISTINE:
{
return InjuryAnimValues.LVL0;
}
default:
Error("Undefined Injury level");
}
return 0;
}
}