DayZ_Scripts / scripts /4_World /DayZ /Entities /DayZPlayerImplementFallDamage.c
D3ltaQ's picture
Upload 2197 files
24b81cb verified
class FallDamageData
{
int m_LandType;
float m_Height;
float m_HealthCoef;
float m_ShockCoef;
float m_BrokenLegsCoef;
float m_BleedingHandsCoef;
float m_BleedingFeetCoef;
float m_BleedingLegsCoef;
float m_GlovesHealthCoef;
float m_ShoesHealthCoef;
float m_PantsHealthCoef;
float m_BleedingChanceCoef;
float m_BleedingChanceLegsCoef;
}
class DayZPlayerImplementFallDamage
{
static const string FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth";
static const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock";
static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment";
static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments";
const float HEALTH_HEIGHT_LOW = 5;
const float HEALTH_HEIGHT_HIGH = 14;
private const float SHOCK_HEIGHT_LOW = 3;
private const float SHOCK_HEIGHT_HIGH = 12;
private const float BROKENLEGS_HEIGHT_LOW = 5;
private const float BROKENLEGS_HEIGHT_HIGH = 9;
private const float GLOVES_HEALTH_HEIGHT_LOW = 5;
private const float GLOVES_HEALTH_HEIGHT_HIGH = 15;
private const float SHOES_HEALTH_HEIGHT_LOW = 2;
private const float SHOES_HEALTH_HEIGHT_HIGH = 15;
private const float PANTS_HEALTH_HEIGHT_LOW = 5;
private const float PANTS_HEALTH_HEIGHT_HIGH = 16;
private const float BLEEDINGHANDS_HEIGHT_LOW = 5;
private const float BLEEDINGFEET_HEIGHT_LOW = 3;
private const float BLEEDINGLEGS_HEIGHT_LOW = 10;
private const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05;
private const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1;
private const float RANDOM_THRESHOLD_LEGS_LOW = 0.05;
private const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1;
private const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0;
private const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2;
private const float BLEEDING_CHANCE_HEIGHT_LOW = 3;
private const float BLEEDING_CHANCE_HEIGHT_HIGH = 15;
private static const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125;
private static const string BLEEDING_HANDS_SELECTIONS[2] = {"LeftForeArmRoll", "RightForeArmRoll"};
private static const string BLEEDING_FEET_SELECTIONS[2] = {"LeftFoot", "RightFoot"};
private static const string BLEEDING_LEGS_SELECTIONS[2] = {"LeftLeg", "RightLeg"};
private const int DAMAGE_TYPE_GLOBAL = 0;
private const int DAMAGE_TYPE_LEGS = 1;
private const int DAMAGE_TYPE_ATTACHMENTS = 2;
DayZPlayer m_Player;
private ref FallDamageData m_FallDamageData;
#ifdef DIAG_DEVELOPER
bool m_Debug = false;
private static ref map<string, float> m_AmmoTypeData;
#endif
void DayZPlayerImplementFallDamage(DayZPlayer pPlayer)
{
m_Player = pPlayer;
m_FallDamageData = new FallDamageData();
#ifdef DIAG_DEVELOPER
PreloadAmmoTypeData();
#endif
}
float GetHeight()
{
return m_FallDamageData.m_Height;
}
int GetLandType()
{
return m_FallDamageData.m_LandType;
}
void HandleFallDamage(FallDamageData pData)
{
m_FallDamageData = pData;
m_FallDamageData.m_HealthCoef = Math.InverseLerp(HEALTH_HEIGHT_LOW, HEALTH_HEIGHT_HIGH, pData.m_Height);
m_FallDamageData.m_HealthCoef = Randomize(DAMAGE_TYPE_GLOBAL, m_FallDamageData.m_HealthCoef);
m_FallDamageData.m_HealthCoef = Math.Clamp(m_FallDamageData.m_HealthCoef, 0, 1);
m_FallDamageData.m_ShockCoef = Math.InverseLerp(SHOCK_HEIGHT_LOW, SHOCK_HEIGHT_HIGH, pData.m_Height);
m_FallDamageData.m_ShockCoef = Math.Clamp(m_FallDamageData.m_ShockCoef, 0, 1);
m_FallDamageData.m_BrokenLegsCoef = Math.InverseLerp(BROKENLEGS_HEIGHT_LOW, BROKENLEGS_HEIGHT_HIGH, pData.m_Height);
m_FallDamageData.m_BrokenLegsCoef = Randomize(DAMAGE_TYPE_LEGS, m_FallDamageData.m_BrokenLegsCoef);
m_FallDamageData.m_BrokenLegsCoef = Math.Clamp(m_FallDamageData.m_BrokenLegsCoef, 0, 1);
m_FallDamageData.m_BleedingHandsCoef = Math.InverseLerp(0, BLEEDINGHANDS_HEIGHT_LOW, pData.m_Height);
m_FallDamageData.m_BleedingHandsCoef = Math.Clamp(m_FallDamageData.m_BleedingHandsCoef, 0, 1);
m_FallDamageData.m_BleedingFeetCoef = Math.InverseLerp(0, BLEEDINGFEET_HEIGHT_LOW, pData.m_Height);
m_FallDamageData.m_BleedingFeetCoef = Math.Clamp(m_FallDamageData.m_BleedingFeetCoef, 0, 1);
m_FallDamageData.m_BleedingLegsCoef = Math.InverseLerp(0, BLEEDINGLEGS_HEIGHT_LOW, pData.m_Height);
m_FallDamageData.m_BleedingLegsCoef = Math.Clamp(m_FallDamageData.m_BleedingLegsCoef, 0, 1);
m_FallDamageData.m_GlovesHealthCoef = Math.InverseLerp(GLOVES_HEALTH_HEIGHT_LOW, GLOVES_HEALTH_HEIGHT_HIGH, pData.m_Height);
m_FallDamageData.m_GlovesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_GlovesHealthCoef);
m_FallDamageData.m_GlovesHealthCoef = Math.Clamp(m_FallDamageData.m_GlovesHealthCoef, 0, 1);
m_FallDamageData.m_ShoesHealthCoef = Math.InverseLerp(SHOES_HEALTH_HEIGHT_LOW, SHOES_HEALTH_HEIGHT_HIGH, pData.m_Height);
m_FallDamageData.m_ShoesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_ShoesHealthCoef);
m_FallDamageData.m_ShoesHealthCoef = Math.Clamp(m_FallDamageData.m_ShoesHealthCoef, 0, 1);
m_FallDamageData.m_PantsHealthCoef = Math.InverseLerp(PANTS_HEALTH_HEIGHT_LOW, PANTS_HEALTH_HEIGHT_HIGH, pData.m_Height);
m_FallDamageData.m_PantsHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_PantsHealthCoef);
m_FallDamageData.m_PantsHealthCoef = Math.Clamp(m_FallDamageData.m_PantsHealthCoef, 0, 1);
m_FallDamageData.m_BleedingChanceCoef = Math.InverseLerp(BLEEDING_CHANCE_HEIGHT_LOW, BLEEDING_CHANCE_HEIGHT_HIGH, pData.m_Height);
m_FallDamageData.m_BleedingChanceCoef = Math.Clamp(m_FallDamageData.m_BleedingChanceCoef, 0, 0.7);
m_FallDamageData.m_BleedingChanceLegsCoef = 0.15;
if (GetGame().IsServer())
{
PlayerBase playerBase = PlayerBase.Cast(m_Player);
if (playerBase)
{
AttachBleedingToZonesByHeight(playerBase);
DamageAttachedGear(playerBase);
playerBase.DamageAllLegs(BROKENLEGS_HEALTH_DAMAGE_MAX * m_FallDamageData.m_BrokenLegsCoef);
}
vector posMS = m_Player.WorldToModel(m_Player.GetPosition());
m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_HEALTH, posMS, m_FallDamageData.m_HealthCoef);
m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_SHOCK, posMS, m_FallDamageData.m_ShockCoef);
if (playerBase)
playerBase.ForceUpdateInjuredState();
}
}
private float Randomize(int pType, float pValue)
{
Math.Randomize(GetGame().GetTime());
int randomizedSign = -1;
if (Math.RandomIntInclusive(1, 2) % 2 == 1)
randomizedSign = 1;
float randomizationValue = 0;
switch (pType)
{
case DAMAGE_TYPE_GLOBAL:
randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_HEALTH_LOW, RANDOM_THRESHOLD_HEALTH_HIGH);
break;
case DAMAGE_TYPE_LEGS:
randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_LEGS_LOW, RANDOM_THRESHOLD_LEGS_HIGH);
break;
case DAMAGE_TYPE_ATTACHMENTS:
randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_ATTACHMENTS_LOW, RANDOM_THRESHOLD_ATTACHMENTS_HIGH);
break;
}
return pValue + (randomizedSign * pValue * randomizationValue);
}
private void AttachBleedingToZonesByHeight(notnull PlayerBase pPlayer)
{
Math.Randomize(GetGame().GetTime());
int bleedingSelectionIndex;
BleedingSourcesManagerServer bleedingManager = pPlayer.GetBleedingManagerServer();
if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingHandsCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Gloves") == null)
{
bleedingSelectionIndex = Math.RandomInt(0, 2);
bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_HANDS_SELECTIONS[bleedingSelectionIndex]);
}
if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingFeetCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Feet") == null)
{
bleedingSelectionIndex = Math.RandomInt(0, 2);
bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_FEET_SELECTIONS[bleedingSelectionIndex]);
}
if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceLegsCoef && m_FallDamageData.m_BleedingLegsCoef == 1.0)
{
bleedingSelectionIndex = Math.RandomInt(0, 2);
bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_LEGS_SELECTIONS[bleedingSelectionIndex]);
}
}
private void DamageAttachedGear(notnull PlayerBase pPlayer)
{
EntityAI gloves = pPlayer.FindAttachmentBySlotName("Gloves");
if (gloves)
gloves.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, gloves.WorldToModel(gloves.GetPosition()), m_FallDamageData.m_GlovesHealthCoef);
EntityAI shoes = pPlayer.FindAttachmentBySlotName("Feet");
if (shoes)
shoes.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, shoes.WorldToModel(shoes.GetPosition()), m_FallDamageData.m_ShoesHealthCoef);
EntityAI pants = pPlayer.FindAttachmentBySlotName("Legs");
if (pants)
pants.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, pants.WorldToModel(pants.GetPosition()), m_FallDamageData.m_PantsHealthCoef);
}
#ifdef DIAG_DEVELOPER
FallDamageDebugData GetFallDamageDebugData()
{
FallDamageDebugData data = new FallDamageDebugData();
data.Synch(this);
return data;
}
void ShowFallDamageDebugInfo(bool enabled)
{
FallDamageDebugData data = GetFallDamageDebugData();
DisplayFallDamageDebugInfo(enabled, data);
}
private static string LandTypeToString(int landType)
{
switch (landType)
{
case 1:
return "LIGHT";
case 2:
return "MEDIUM";
case 3:
return "HEAVY":
}
return "NONE";
}
private void PreloadAmmoTypeData()
{
if (m_AmmoTypeData == null)
m_AmmoTypeData = new ref map<string, float>();
m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH)[0]);
m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_SHOCK, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_SHOCK)[2]);
m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS)[0]);
m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT)[0]);
}
private vector GetValuesFromAmmoType(string pAmmoType)
{
vector values = vector.Zero;
values[0] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Health damage", pAmmoType));
values[1] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Blood damage", pAmmoType));
values[2] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Shock damage", pAmmoType));
return values;
}
static void DisplayFallDamageDebugInfo(bool enabled, FallDamageDebugData data)
{
int windowPosX = 10;
int windowPosY = 200;
DbgUI.Begin("Fall Damage (last)", windowPosX, windowPosY);
if (enabled)
{
DbgUI.Text(string.Format("Height:\t%1", Math.Clamp(data.m_Height, 0, float.MAX)));
DbgUI.Text(string.Format("Land Type:\t%1 (%2)", data.m_LandType, LandTypeToString(data.m_LandType)));
DbgUI.Text("");
DbgUI.Text("Health");
DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_HealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH] * data.m_HealthCoef));
DbgUI.Text("Shock");
DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_ShockCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_SHOCK] * data.m_ShockCoef));
DbgUI.Text("Broken Legs:");
DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_BrokenLegsCoef, BROKENLEGS_HEALTH_DAMAGE_MAX * data.m_BrokenLegsCoef));
DbgUI.Text("Gloves damage:");
DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_GlovesHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS] * data.m_GlovesHealthCoef));
DbgUI.Text("Shoes damage:");
DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_ShoesHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS] * data.m_ShoesHealthCoef));
DbgUI.Text("Pants damage:");
DbgUI.Text(string.Format(" coef:%1 dmg:%2" , data.m_PantsHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT] * data.m_PantsHealthCoef));
DbgUI.Text("Bleeding coefs:");
DbgUI.Text(string.Format(" hands:%1", data.m_BleedingHandsCoef));
DbgUI.Text(string.Format(" feet:%1", data.m_BleedingFeetCoef));
DbgUI.Text(string.Format(" legs:%1", data.m_BleedingLegsCoef));
DbgUI.Text(string.Format(" H&F chance:%1", data.m_BleedingChanceCoef));
}
DbgUI.End();
}
void FillDebugFallDamageData(FallDamageDebugData data)
{
data.m_Height = m_FallDamageData.m_Height;
data.m_LandType = m_FallDamageData.m_LandType;
data.m_HealthCoef = m_FallDamageData.m_HealthCoef;
data.m_ShockCoef = m_FallDamageData.m_ShockCoef;
data.m_BrokenLegsCoef = m_FallDamageData.m_BrokenLegsCoef;
data.m_GlovesHealthCoef = m_FallDamageData.m_GlovesHealthCoef;
data.m_ShoesHealthCoef = m_FallDamageData.m_ShoesHealthCoef;
data.m_PantsHealthCoef = m_FallDamageData.m_PantsHealthCoef;
data.m_BleedingHandsCoef = m_FallDamageData.m_BleedingHandsCoef;
data.m_BleedingFeetCoef = m_FallDamageData.m_BleedingFeetCoef;
data.m_BleedingLegsCoef = m_FallDamageData.m_BleedingLegsCoef;
data.m_BleedingChanceCoef = m_FallDamageData.m_BleedingChanceCoef;
}
#endif
//!
//! DEPRECATED
//!
const string FD_AMMO = "FallDamage"; //!< ammo type used for damaging
const float FD_DMG_FROM_HEIGHT = 2.5; //!< damage will not be taken into account bellow this HeightToDamage
const float FD_MAX_DMG_AT_HEIGHT = 15; //!< height where player gets 100% damage
const float FD_MAX_HEIGHT_LEG_BREAK = 8; //!< height where legs break most of the time
void HandleFallDamage(float pHeight);
float DamageCoef(float pHeight);
}
#ifdef DIAG_DEVELOPER
class FallDamageDebugData : Param
{
int m_LandType;
float m_Height;
float m_HealthCoef;
float m_ShockCoef;
float m_BrokenLegsCoef;
float m_GlovesHealthCoef;
float m_ShoesHealthCoef;
float m_PantsHealthCoef;
float m_BleedingHandsCoef;
float m_BleedingFeetCoef;
float m_BleedingLegsCoef;
float m_BleedingChanceCoef;
void Synch(DayZPlayerImplementFallDamage fallDamage)
{
m_Height = fallDamage.GetHeight();
m_LandType = fallDamage.GetLandType();
fallDamage.FillDebugFallDamageData(this);
}
override bool Serialize(Serializer ctx)
{
return ctx.Write(m_Height) && ctx.Write(m_LandType) && ctx.Write(m_HealthCoef) && ctx.Write(m_ShockCoef) && ctx.Write(m_BrokenLegsCoef) && ctx.Write(m_GlovesHealthCoef) && ctx.Write(m_ShoesHealthCoef) && ctx.Write(m_PantsHealthCoef) && ctx.Write(m_BleedingHandsCoef) && ctx.Write(m_BleedingFeetCoef) && ctx.Write(m_BleedingLegsCoef);
}
override bool Deserializer(Serializer ctx)
{
return ctx.Read(m_Height) && ctx.Read(m_LandType) && ctx.Read(m_HealthCoef) && ctx.Read(m_ShockCoef) && ctx.Write(m_BrokenLegsCoef) && ctx.Read(m_GlovesHealthCoef) && ctx.Read(m_ShoesHealthCoef) && ctx.Read(m_PantsHealthCoef) && ctx.Read(m_BleedingHandsCoef) && ctx.Read(m_BleedingFeetCoef) && ctx.Read(m_BleedingLegsCoef);
}
}
#endif