DayZ_Scripts / scripts /4_World /DayZ /Entities /DayZPlayerImplementMeleeCombat.c
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enum EMeleeHitType
{
NONE = -1,
LIGHT,
HEAVY,
SPRINT,
KICK,
FINISHER_LIVERSTAB,
FINISHER_NECKSTAB,
FINISHER_GENERIC,
WPN_HIT,
WPN_HIT_BUTTSTOCK,
WPN_STAB,
WPN_STAB_FINISHER,
}
class DayZPlayerImplementMeleeCombat
{
//! Target selection settings
protected const float TARGETING_ANGLE_NORMAL = 30.0; //!< Second Pass: Half angle of cone
protected const float TARGETING_ANGLE_SPRINT = 15.0; //!< Second Pass: Half angle of cone during sprint
protected const float TARGETING_MIN_HEIGHT = -2.0; //!< Second Pass: How deep the cone goes in meters from player position
protected const float TARGETING_MAX_HEIGHT = 2.0; //!< Second Pass: How high the cone goes in meters from player position
protected const float TARGETING_RAY_RADIUS_EX = 0.5; //!< Second Pass: Max distance from ray projected from player looking direction
protected const float TARGETING_RAY_RADIUS = 0.25; //!< DEPRECATED: "HitZoneSelection"
protected const float TARGETING_RAY_DIST = 5.0; //!< DEPRECATED: "HitZoneSelection"
protected const float TARGETING_RAY_DIST_SHORT= 2.0; //!< DEPRECATED: "HitZoneSelection"
protected const float RANGE_EXTENDER_NORMAL = 0.65; //!< General range extension
protected const float RANGE_EXTENDER_SPRINT = 1.35; //!< General range extension while in sprint
protected const string DEFAULT_HIT_ZONE = "Torso"; //!< DEPRECATED: "HitZoneSelection"
//! Target selecting "component"
protected ref MeleeTargeting m_MeleeTargeting; //!< Contains logic for Second Pass
//! Targets - types
protected Object m_TargetObject; //!< Main target found during most recent TargetSelection
protected EMeleeTargetType m_TargetType; //!< DEPRECATED: Was added but never used..?
protected ref array<Object> m_AllTargetObjects; //!< All potential targets found during most recent TargetSelection
#ifdef DIAG_DEVELOPER
protected Object m_PreviousTargetObject; //!< Main target found during most recent TargetSelection
protected ref array<Object> m_AllPreviousTargetObjects; //!< All potential targets found during most recent TargetSelection
#endif
protected ref array<typename> m_TargetableObjects; //!< Typenames of all directly/preferred targetable objects (1st Pass + 2nd Pass)
protected ref array<typename> m_NonAlignableObjects; //!< Typenames of objects that can be targeted, but are not a priority (3rd Pass)
protected ref array<string> m_BlacklistedDamageZones; //!< List of blacklisted damage zone names (cannot use indices due to the possible changes when p3d components are recalculated)
//! Parent
protected DayZPlayerImplement m_DZPlayer; //!< Player executing the melee
//! Weapons - cache
protected InventoryItem m_Weapon; //!< Weapon used during most recent Update
protected int m_WeaponMode; //!< WeaponMode used during most recent Update
protected float m_WeaponRange; //!< WeaponRange used during most recent Update
//! Misc - cache
protected bool m_ForceUntargetable; //!< Forcing current target as untargetable
protected bool m_SprintAttack; //!< If most recent attack was a sprint attack
protected bool m_WasHit; //!< If most recent attack was
protected vector m_RayStart; //!< Start position of most recent HitZoneSelectionRaycast
protected vector m_RayEnd; //!< End position of most recent HitZoneSelectionRaycast
protected vector m_RayEndShort; //!< DEPRECATED: "HitZoneSelection"
protected EMeleeHitType m_HitType; //!< Hit type of the most recent attack
//! Hit result - cache
protected int m_HitZoneIdx; //!< Most recent target HitZone index
protected int m_FinisherType;
protected string m_HitZoneName; //!< Most recent target HitZone name
protected vector m_HitPositionWS; //!< Most recent target position
#ifdef DIAG_DEVELOPER
protected int m_PreviousHitZoneIdx; //!< Most recent target HitZone index
protected string m_PreviousHitZoneName; //!< Most recent target HitZone name
protected vector m_PreviousHitPositionWS; //!< Most recent target position
#endif
private int m_DebugForcedFinisherType;
// ------------------------------------------------------------
// CONSTRUCTOR
// ------------------------------------------------------------
void DayZPlayerImplementMeleeCombat(DayZPlayerImplement player)
{
Init(player);
}
void Init(DayZPlayerImplement player)
{
m_DZPlayer = player;
m_MeleeTargeting = new MeleeTargeting;
m_HitZoneName = "";
m_HitZoneIdx = -1;
m_FinisherType = -1;
m_HitPositionWS = vector.Zero;
m_SprintAttack = false;
m_WasHit = false;
m_TargetObject = null;
m_TargetType = EMeleeTargetType.ALIGNABLE;
m_AllTargetObjects = new array<Object>;
#ifdef DIAG_DEVELOPER
m_AllPreviousTargetObjects = new array<Object>;
#endif
m_DebugForcedFinisherType = -1;
m_TargetableObjects = new array<typename>; //checks against CONFIG hierarchy
m_TargetableObjects.Insert(DayZPlayer);
m_TargetableObjects.Insert(DayZInfected);
m_TargetableObjects.Insert(DayZAnimal);
m_NonAlignableObjects = new array<typename>;
m_NonAlignableObjects.Insert(Building);
m_NonAlignableObjects.Insert(Car);
m_NonAlignableObjects.Insert(CarWheel);
m_NonAlignableObjects.Insert(CarDoor);
m_NonAlignableObjects.Insert(TentBase);
m_NonAlignableObjects.Insert(BaseBuildingBase);
m_BlacklistedDamageZones = new array<string>;
m_BlacklistedDamageZones.Insert("Brain");
}
void ~DayZPlayerImplementMeleeCombat() {}
// ------------------------------------------------------------
// PUBLIC
// ------------------------------------------------------------
EMeleeHitType GetHitType()
{
return m_HitType;
}
void SetHitZoneIdx(int pHitZone)
{
m_HitZoneIdx = pHitZone;
}
EntityAI GetTargetEntity()
{
return EntityAI.Cast(m_TargetObject);
}
void SetTargetObject(Object pTarget)
{
m_TargetObject = pTarget;
}
//! component idx
int GetHitZoneIdx()
{
return m_HitZoneIdx;
}
vector GetHitPos()
{
return m_HitPositionWS;
}
void SetHitPos(vector pHitPos)
{
m_HitPositionWS = pHitPos;
}
int GetFinisherType()
{
return m_FinisherType;
}
void SetFinisherType(int pFinisherType)
{
m_FinisherType = pFinisherType;
}
int GetWeaponMode()
{
return m_WeaponMode;
}
void Reset(InventoryItem weapon, EMeleeHitType hitMask, bool wasHitEvent = false)
{
m_Weapon = weapon;
m_HitType = hitMask;
m_TargetType = EMeleeTargetType.ALIGNABLE;
m_SprintAttack = hitMask == EMeleeHitType.SPRINT;
m_WeaponMode = SelectWeaponMode(weapon);
m_WeaponRange = GetWeaponRange(weapon, m_WeaponMode);
m_WasHit = wasHitEvent;
#ifdef DIAG_DEVELOPER
m_AllPreviousTargetObjects = m_AllTargetObjects;
#endif
m_AllTargetObjects.Clear();
}
void ResetTarget()
{
#ifdef DIAG_DEVELOPER
m_PreviousTargetObject = m_TargetObject;
m_PreviousHitPositionWS = m_HitPositionWS;
m_PreviousHitZoneIdx = m_HitZoneIdx;
m_PreviousHitZoneName = m_HitZoneName;
#endif
InternalResetTarget();
}
void Update(InventoryItem weapon, EMeleeHitType hitMask, bool wasHitEvent = false)
{
Reset(weapon, hitMask, wasHitEvent);
#ifndef SERVER
if (!ScriptInputUserData.CanStoreInputUserData())
{
//Error("DayZPlayerImplementMeleeCombat - ScriptInputUserData already posted");
return;
}
TargetSelection();
SetFinisherType(TrySelectFinisherType(weapon, GetTargetEntity()));
//! Store target into input packet
if (GetGame().IsMultiplayer())
{
ScriptInputUserData ctx = new ScriptInputUserData();
ctx.Write(INPUT_UDT_MELEE_TARGET);
ctx.Write(m_TargetObject);
ctx.Write(m_HitPositionWS);
ctx.Write(m_HitZoneIdx);
ctx.Write(m_FinisherType);
ctx.Send();
}
#endif
}
void CheckMeleeItem()
{
if (m_Weapon)
{
ItemBase item = ItemBase.Cast(m_Weapon.ProcessMeleeItemDamage(GetWeaponMode()));
if (item && item.GetHierarchyRootPlayer())
{
PlayerBase.Cast(item.GetHierarchyRootPlayer()).SetCheckMeleeItem(item);
}
else if (m_Weapon && m_Weapon.GetHierarchyRootPlayer())
{
PlayerBase.Cast(m_Weapon.GetHierarchyRootPlayer()).SetCheckMeleeItem(ItemBase.Cast(m_Weapon));
}
}
}
// ------------------------------------------------------------
// protected
// ------------------------------------------------------------
protected int SelectWeaponMode(InventoryItem weapon)
{
if (weapon)
{
//! melee with firearm
if (weapon.IsInherited(Weapon))
{
switch (m_HitType)
{
case EMeleeHitType.WPN_HIT:
return 0;
case EMeleeHitType.WPN_HIT_BUTTSTOCK:
return 1;
case EMeleeHitType.WPN_STAB:
return 2;
}
}
else
{
//! melee weapon attacks - gets mode from the item
switch (m_HitType)
{
case EMeleeHitType.LIGHT:
return weapon.GetMeleeMode();
case EMeleeHitType.HEAVY:
return weapon.GetMeleeHeavyMode();
case EMeleeHitType.SPRINT:
return weapon.GetMeleeSprintMode();
}
}
}
//! bare hand melee mode selection
switch (m_HitType)
{
case EMeleeHitType.HEAVY:
return 1;
case EMeleeHitType.SPRINT:
return 2;
}
return 0; //! default bare-hand light attack
}
protected float GetWeaponRange(InventoryItem weapon, int weaponMode)
{
if ( weapon )
return weapon.GetMeleeCombatData().GetModeRange(weaponMode);
else
return m_DZPlayer.GetMeleeCombatData().GetModeRange(weaponMode);
}
protected float GetRange()
{
return m_WeaponRange + RANGE_EXTENDER_NORMAL;
}
protected float GetAngle()
{
if (m_SprintAttack)
return TARGETING_ANGLE_SPRINT;
else
return TARGETING_ANGLE_NORMAL;
}
protected void TargetSelection()
{
// Prepare common variables
PlayerBase player = PlayerBase.Cast(m_DZPlayer);
vector pos = m_DZPlayer.GetPosition();
vector rayStart = m_DZPlayer.GetBonePositionWS(m_DZPlayer.GetBoneIndexByName("Head"));
vector cameraPos, cameraRot, cameraDir;
m_DZPlayer.GetCurrentCameraTransform(cameraPos, cameraDir, cameraRot);
vector dir = MiscGameplayFunctions.GetHeadingVector(player);
dir[1] = cameraDir[1];
// Calculate max distances
float dist = GetRange();
float angle = GetAngle();
float dist2 = Math.SqrFloat(dist);
// There's generally 2 TargetSelection calls per animation
// First to obtain target to move towards during animation
// Second one is to see if that target is still in range before applying damage to it
// m_WasHit means the hit event occured, so this is the second call
if (m_WasHit && GetFinisherType() == -1)
{
// See if the component is still in range
if (CanObjectBeTargeted(m_TargetObject) && ( vector.DistanceSq(rayStart, m_TargetObject.GetDamageZonePos(m_HitZoneName)) <= dist2 ))
{
m_AllTargetObjects.Insert(m_TargetObject);
// This result should still be cached, so no need to fill it in again
return;
}
}
// Find a new target
InternalResetTarget();
Object target;
vector hitPos;
int hitZone;
// First pass - Prefer what the player is looking at (only aligneable ones, we will try for nonaligneable later)
if (HitZoneSelectionRaycastHelper(hitPos, hitZone, target))
{
if (m_ForceUntargetable)
{
SetTarget(target, hitPos, hitZone);
return;
}
if (CanObjectBeTargeted(target) && vector.DistanceSq(rayStart, hitPos) <= dist2)
{
m_AllTargetObjects.Insert(target);
SetTarget(target, hitPos, hitZone);
return;
}
}
// Second pass - Try to obtain something aligneable closeby the player watching direction
MeleeTargetData targetData = m_MeleeTargeting.GetMeleeTargetEx(new MeleeTargetSettings(pos, dist*0.75, angle, TARGETING_MIN_HEIGHT, TARGETING_MAX_HEIGHT, rayStart, dir, TARGETING_RAY_RADIUS_EX, m_DZPlayer, m_TargetableObjects), m_AllTargetObjects, m_BlacklistedDamageZones);
if (targetData)
{
SetTarget(targetData.Obj, targetData.HitPos, targetData.HitComponent);
return;
}
// Third pass - We found no aligneable target, check if the target that we are directly looking at is nonalignable (big)
if (CanObjectBeTargeted(target, true) && vector.DistanceSq(rayStart, hitPos) <= dist2)
{
m_AllTargetObjects.Insert(target);
SetTarget(target, hitPos, hitZone);
return;
}
}
/**
\brief General condition for finisher attacks
\param weapon \p Weapon used in the attack
\param target \p Target entity
\return \p int - type of finisher (-1 == no finisher)
*/
protected int TrySelectFinisherType(InventoryItem weapon, EntityAI target)
{
if (m_WasHit)
return -1;
if (target)
{
vector dir = target.GetPosition() - m_DZPlayer.GetPosition();
IEntity hitEntity;
vector hitPos, hitNormal;
float moveFraction = m_DZPlayer.CollisionMoveTest(dir, vector.Zero, 1.0, target, hitEntity, hitPos, hitNormal);
if (moveFraction < 1.0)
return -1;
}
//! perform only for finisher suitable weapons
if (target && target.CanBeBackstabbed() && weapon && (weapon.IsMeleeFinisher() || m_HitType == EMeleeHitType.WPN_STAB) && !weapon.IsRuined() )
{
bool playGenericFinisherAnimation = false;
ZombieBase targetZombie = ZombieBase.Cast(target);
if (targetZombie && m_DebugForcedFinisherType == -1)
{
//! check if attacker is in right pos and angle against victim
if (!IsEntityBehindEntityInAngle(m_DZPlayer, target, 60))
{
return -1;
}
int mindState = targetZombie.GetMindStateSynced();
//! Check if the infected is aware of the player
if (mindState >= DayZInfectedConstants.MINDSTATE_DISTURBED)
{
return -1;
}
}
PlayerBase targetPlayer = PlayerBase.Cast(target);
//! prone checks
if (targetZombie)
{
playGenericFinisherAnimation = targetZombie.IsCrawling();
}
else if (targetPlayer)
{
playGenericFinisherAnimation = targetPlayer.IsInProne();
}
else
{
playGenericFinisherAnimation = true;
}
//! firearm
if (weapon.IsWeapon())
{
return EMeleeHitType.WPN_STAB_FINISHER;
}
else if (playGenericFinisherAnimation)
{
return EMeleeHitType.FINISHER_GENERIC;
}
else //specific hit depending on the component hit (gotten from the target)
{
return DetermineSpecificFinisherType(ItemBase.Cast(weapon));
}
}
return -1;
}
protected int DetermineSpecificFinisherType(ItemBase weapon)
{
if (m_DebugForcedFinisherType > -1)
{
array<int> finishers = {
EMeleeHitType.FINISHER_LIVERSTAB,
EMeleeHitType.FINISHER_NECKSTAB
};
return finishers[m_DebugForcedFinisherType];
}
if (!weapon || !weapon.GetValidFinishers() || weapon.GetValidFinishers().Count() == 0)
{
return EMeleeHitType.FINISHER_LIVERSTAB;
}
PlayerBase player = PlayerBase.Cast(m_DZPlayer);
int idx = Math.Round(Math.Lerp(0, weapon.GetValidFinishers().Count() - 1, player.GetRandomGeneratorSyncManager().GetRandom01(RandomGeneratorSyncUsage.RGSGeneric)));
return weapon.GetValidFinishers()[idx];
}
protected void InternalResetTarget()
{
m_TargetObject = null;
m_HitPositionWS = vector.Zero;
m_HitZoneIdx = -1;
m_HitZoneName = "";
SetFinisherType(-1);
}
protected void SetTarget(Object obj, vector hitPos, int hitZone)
{
if (obj)
{
m_TargetObject = obj;
m_HitPositionWS = hitPos;
m_HitZoneIdx = hitZone;
m_HitZoneName = m_TargetObject.GetDamageZoneNameByComponentIndex(m_HitZoneIdx);
}
}
protected bool CanObjectBeTargeted(Object obj, bool checkNonAligneAble = false)
{
return obj && obj.IsAlive() && ( obj.IsAnyInherited(m_TargetableObjects) || (checkNonAligneAble && obj.IsAnyInherited(m_NonAlignableObjects)) );
}
protected bool HitZoneSelectionRaycastHelper(out vector hitPos, out int hitZone, out Object target)
{
return HitZoneSelectionRaycast(hitPos, hitZone, target, false);
// Not sure if desired, as it can give some results that feel a little odd
// But it will depend entirely on the player and situation..
// I guess the crosshair is hidden while melee anyways though
// || ( m_DZPlayer.IsInThirdPerson() && HitZoneSelectionRaycast(hitPos, hitZone, target, true);
}
protected bool HitZoneSelectionRaycast(out vector hitPos, out int hitZone, out Object target, bool useCamera)
{
PlayerBase player = PlayerBase.Cast(m_DZPlayer);
vector pos;
vector dir;
vector playerDir;
if (useCamera)
{ // What the player camera is looking at (crosshair)
vector cameraRotation;
player.GetCurrentCameraTransform(pos, dir, cameraRotation);
playerDir = dir;
}
else
{ // What the player himself is looking at
playerDir = MiscGameplayFunctions.GetHeadingVector(player);
dir = GetGame().GetCurrentCameraDirection();
MiscGameplayFunctions.GetHeadBonePos(player, pos);
}
//! Prevents targeting of objects behind player
if (vector.Dot(dir, playerDir) < 0.5)
{
return false;
}
m_RayStart = pos;
m_RayEnd = m_RayStart + GetRange() * dir;
// raycast
set<Object> hitObjects = new set<Object>;
vector hitNormal;
if ( DayZPhysics.RaycastRV(m_RayStart, m_RayEnd, hitPos, hitNormal, hitZone, hitObjects, null, player, false, false, ObjIntersectIFire) && hitObjects.Count() > 0 )
{
target = hitObjects[0];
m_ForceUntargetable = false;
//! Opponent is inside car - targeting range is shorter in that case
PlayerBase playerTarget = PlayerBase.Cast(target);
if (playerTarget && playerTarget.IsInVehicle())
{
if (vector.DistanceSq(pos, hitPos) > Math.SqrFloat(GetRange() * 0.5))
{
m_ForceUntargetable = true;
target = null;
hitPos = vector.Zero;
hitZone = -1;
}
}
return true;
}
return false;
}
//! DEPRECATED
protected void HitZoneSelection()
{
Object cursorTarget = null;
PlayerBase player = PlayerBase.Cast(m_DZPlayer);
// ray properties
vector pos;
vector cameraDirection = GetGame().GetCurrentCameraDirection();
MiscGameplayFunctions.GetHeadBonePos(player, pos);
m_RayStart = pos;
m_RayEnd = pos + cameraDirection * TARGETING_RAY_DIST;
m_RayEndShort = pos + cameraDirection * TARGETING_RAY_DIST_SHORT;
// raycast
set<Object> hitObjects = new set<Object>;
int hitComponentIndex;
float hitFraction;
vector start, end, hitNormal, hitPosObstructed;
PhxInteractionLayers collisionLayerMask = PhxInteractionLayers.DEFAULT;
if ( !DayZPhysics.RaycastRV(m_RayStart, m_RayEndShort, m_HitPositionWS, hitNormal, m_HitZoneIdx, hitObjects, null, player, false, false, ObjIntersectIFire) && !DayZPhysics.RaycastRV(m_RayStart, m_RayEnd, m_HitPositionWS, hitNormal, m_HitZoneIdx, hitObjects, null, player, false, false, ObjIntersectIFire, TARGETING_RAY_RADIUS) )
{
m_HitZoneIdx = -1;
//Print("HitZoneSelection failed");
}
else if ( hitObjects.Count() > 0 )
{
cursorTarget = hitObjects.Get(0);
//! make sure we are in range of the current weapon;
vector playerPos = m_DZPlayer.GetPosition();
vector hitPos = m_HitPositionWS;
//! 2d only
playerPos[1] = 0;
hitPos[1] = 0;
//! just for building and transports (big objects)
if ( cursorTarget.IsAnyInherited(m_NonAlignableObjects) && vector.Distance(playerPos, hitPos) <= GetWeaponRange(m_Weapon, GetWeaponMode()))
{
//! if no object in cone, set this object from raycast for these special cases
if (m_TargetObject == null)
{
m_TargetObject = cursorTarget;
}
}
if (cursorTarget == m_TargetObject)
{
m_HitZoneName = cursorTarget.GetDamageZoneNameByComponentIndex(m_HitZoneIdx);
//Print("hit object: " + m_TargetObject + " | component idx: " + m_HitZoneIdx + " | hitzone name: " + m_HitZoneName);
}
else
{
if (m_TargetObject == DayZInfected.Cast(m_TargetObject) || m_TargetObject == PlayerBase.Cast(m_TargetObject))
m_HitZoneName = DEFAULT_HIT_ZONE; //Default to torso if no zone is targeted
}
}
else
{
m_HitZoneIdx = -1;
//Print("HitZoneSelection failed");
}
}
//! DEPRECATED - New function in MeleeTargeting
protected bool IsObstructed(Object object)
{
// check direct visibility of object (obstruction check)
PhxInteractionLayers collisionLayerMask = PhxInteractionLayers.BUILDING|PhxInteractionLayers.DOOR|PhxInteractionLayers.VEHICLE|PhxInteractionLayers.ROADWAY|PhxInteractionLayers.TERRAIN|PhxInteractionLayers.ITEM_SMALL|PhxInteractionLayers.ITEM_LARGE|PhxInteractionLayers.FENCE;
int hitComponentIndex;
float hitFraction;
vector start, end, hitNormal, hitPosObstructed;
Object hitObject = null;
PlayerBase player = PlayerBase.Cast(m_DZPlayer);
if (object)
{
MiscGameplayFunctions.GetHeadBonePos(player, start);
end = start + MiscGameplayFunctions.GetHeadingVector(player) * vector.Distance(player.GetPosition(), object.GetPosition());
if ( end == start )
return true; //! not possible to trace when this happens (zero length raycast)
return DayZPhysics.RayCastBullet( start, end, collisionLayerMask, null, hitObject, hitPosObstructed, hitNormal, hitFraction);
}
return false;
}
private bool IsEntityBehindEntityInAngle(EntityAI source, EntityAI target, float angle)
{
vector targetDirection = target.GetDirection();
ZombieBase targetZombie;
if (Class.CastTo(targetZombie, target))
{
targetDirection = Vector(targetZombie.GetOrientationSynced(),0,0);
targetDirection = targetDirection.AnglesToVector();
}
vector toSourceDirection = (source.GetPosition() - target.GetPosition());
targetDirection[1] = 0;
toSourceDirection[1] = 0;
targetDirection.Normalize();
toSourceDirection.Normalize();
float cosFi = vector.Dot(targetDirection, toSourceDirection);
vector cross = targetDirection * toSourceDirection;
int hitDir = Math.Acos(cosFi) * Math.RAD2DEG;
if (cross[1] < 0)
hitDir = -hitDir;
return hitDir <= (-180 + angle) || hitDir >= (180 - angle);
}
#ifdef DIAG_DEVELOPER
// ------------------------------------------------------------
// DEBUG
// ------------------------------------------------------------
protected ref array<Shape> dbgConeShapes = new array<Shape>();
protected ref array<Shape> dbgTargets = new array<Shape>();
protected ref array<Shape> hitPosShapes = new array<Shape>();
void Debug(InventoryItem weapon, EMeleeHitType hitType)
{
CleanAllDebugShapes();
if (!DiagMenu.GetBool(DiagMenuIDs.MELEE_DEBUG))
return;
if (DiagMenu.GetBool(DiagMenuIDs.MELEE_CONTINUOUS) && (!GetGame().IsMultiplayer() || !GetGame().IsServer()))
Update(weapon, hitType);
if (DiagMenu.GetBool(DiagMenuIDs.MELEE_SHOW_TARGETS))
ShowDebugMeleeTarget();
if (DiagMenu.GetBool(DiagMenuIDs.MELEE_DRAW_TARGETS))
DrawDebugTargets();
if (DiagMenu.GetBool(DiagMenuIDs.MELEE_DRAW_RANGE))
{
DrawDebugMeleeHitPosition();
DrawDebugMeleeCone();
}
if (DiagMenu.GetBool(DiagMenuIDs.MELEE_DRAW_BLOCK_RANGE_AI))
DrawDebugBlockCone(GameConstants.AI_MAX_BLOCKABLE_ANGLE, COLOR_GREEN);
if (DiagMenu.GetBool(DiagMenuIDs.MELEE_DRAW_BLOCK_RANGE_PVP))
DrawDebugBlockCone(GameConstants.PVP_MAX_BLOCKABLE_ANGLE, COLOR_YELLOW);
}
int DebugGetForcedFinisherType()
{
return m_DebugForcedFinisherType;
}
void DebugSetForcedFinisherType(int pFinisherType)
{
m_DebugForcedFinisherType = pFinisherType;
}
//! shows target in DbgUI 'window'
protected void ShowDebugMeleeTarget()
{
int windowPosX = 0;
int windowPosY = 500;
DbgUI.Begin("Melee Target", windowPosX, windowPosY);
HumanCommandMelee2 hmc2 = m_DZPlayer.GetCommand_Melee2();
if (hmc2)
{
DbgUI.Text("Current combo: " + hmc2.GetComboCount());
}
if (m_PreviousTargetObject)
{
DbgUI.Text("Previous Character: " + m_PreviousTargetObject.GetDisplayName());
DbgUI.Text("Previous HitZone: " + m_PreviousHitZoneName + "(" + m_PreviousHitZoneIdx + ")");
DbgUI.Text("Previous HitPosWS:" + m_PreviousHitPositionWS);
DbgUI.Text("Previous Distance:" + vector.Distance(m_PreviousHitPositionWS, m_DZPlayer.GetPosition()));
}
if (m_TargetObject)
{
DbgUI.Text("Character: " + m_TargetObject.GetDisplayName());
DbgUI.Text("HitZone: " + m_HitZoneName + "(" + m_HitZoneIdx + ")");
DbgUI.Text("HitPosWS:" + m_HitPositionWS);
DbgUI.Text("Distance:" + vector.Distance(m_HitPositionWS, m_DZPlayer.GetPosition()));
}
DbgUI.End();
}
//! shows debug sphere above the target
protected void DrawDebugTargets()
{
DrawDebugTargetsHelper(m_AllPreviousTargetObjects, m_PreviousTargetObject, COLOR_RED_A, COLOR_YELLOW_A);
DrawDebugTargetsHelper(m_AllTargetObjects, m_TargetObject, COLOR_RED, COLOR_YELLOW);
}
protected void DrawDebugTargetsHelper(array<Object> allTargets, Object target, int colorMainTarget, int colorTarget)
{
for (int i = 0; i < allTargets.Count(); ++i )
{
if ( m_TargetObject && allTargets.Count() )
{
Object obj = allTargets[i];
vector w_pos = obj.GetPosition();
// sphere pos tweaks
vector w_pos_sphr = w_pos;
w_pos_sphr[1] = w_pos_sphr[1] + 1.8;
// line pos tweaks
vector w_pos_lend = w_pos;
w_pos_lend[1] = w_pos_lend[1] + 1.8;
if ( obj == m_TargetObject )
{
dbgTargets.Insert( Debug.DrawSphere(w_pos_sphr, 0.05, colorMainTarget, ShapeFlags.NOOUTLINE) );
dbgTargets.Insert( Debug.DrawLine(w_pos, w_pos_lend, colorMainTarget) );
}
else
{
dbgTargets.Insert( Debug.DrawSphere(w_pos_sphr, 0.05, colorTarget, ShapeFlags.NOOUTLINE) );
dbgTargets.Insert( Debug.DrawLine(w_pos, w_pos_lend, colorTarget) );
}
}
}
}
protected void DrawDebugMeleeHitPosition()
{
if (m_PreviousTargetObject)
hitPosShapes.Insert( Debug.DrawSphere(m_PreviousHitPositionWS, 0.15, COLOR_YELLOW_A, ShapeFlags.NOOUTLINE|ShapeFlags.TRANSP) );
if (m_TargetObject)
hitPosShapes.Insert( Debug.DrawSphere(m_HitPositionWS, 0.15, COLOR_YELLOW, ShapeFlags.NOOUTLINE|ShapeFlags.TRANSP) );
}
protected void DrawDebugMeleeCone()
{
// cone settings
float dist = GetRange();
vector start = m_DZPlayer.GetPosition();
vector normDir = MiscGameplayFunctions.GetHeadingVector(PlayerBase.Cast(m_DZPlayer));
normDir[1] = 0;
normDir.Normalize();
float playerAngle = -Math.Atan2(normDir[0], normDir[2]);
dbgConeShapes.InsertArray(Debug.DrawCone(start, dist, GetAngle() * Math.DEG2RAD, playerAngle + Math.PI_HALF, COLOR_BLUE));
}
protected void DrawDebugBlockCone(float angle, int color)
{
// cone settings
float dist = 3;
vector start = m_DZPlayer.GetPosition();
vector dir = GetGame().GetCurrentCameraDirection();
dir[1] = 0;
dir.Normalize();
float playerAngle = -Math.Atan2(dir[0], dir[2]);
dbgConeShapes.InsertArray(Debug.DrawCone(start, dist, angle * Math.DEG2RAD, playerAngle + Math.PI_HALF, color));
}
protected void CleanAllDebugShapes()
{
CleanupDebugShapes(dbgTargets);
CleanupDebugShapes(dbgConeShapes);
CleanupDebugShapes(hitPosShapes);
}
protected void CleanupDebugShapes(array<Shape> shapes)
{
for ( int it = 0; it < shapes.Count(); ++it )
Debug.RemoveShape( shapes[it] );
shapes.Clear();
}
#endif
}