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enum EMeleeHitType |
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{ |
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NONE = -1, |
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LIGHT, |
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HEAVY, |
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SPRINT, |
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KICK, |
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FINISHER_LIVERSTAB, |
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FINISHER_NECKSTAB, |
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FINISHER_GENERIC, |
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WPN_HIT, |
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WPN_HIT_BUTTSTOCK, |
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WPN_STAB, |
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WPN_STAB_FINISHER, |
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} |
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class DayZPlayerImplementMeleeCombat |
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{ |
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protected const float TARGETING_ANGLE_NORMAL = 30.0; |
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protected const float TARGETING_ANGLE_SPRINT = 15.0; |
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protected const float TARGETING_MIN_HEIGHT = -2.0; |
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protected const float TARGETING_MAX_HEIGHT = 2.0; |
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protected const float TARGETING_RAY_RADIUS_EX = 0.5; |
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protected const float TARGETING_RAY_RADIUS = 0.25; |
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protected const float TARGETING_RAY_DIST = 5.0; |
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protected const float TARGETING_RAY_DIST_SHORT= 2.0; |
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protected const float RANGE_EXTENDER_NORMAL = 0.65; |
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protected const float RANGE_EXTENDER_SPRINT = 1.35; |
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protected const string DEFAULT_HIT_ZONE = "Torso"; |
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protected ref MeleeTargeting m_MeleeTargeting; |
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protected Object m_TargetObject; |
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protected EMeleeTargetType m_TargetType; |
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protected ref array<Object> m_AllTargetObjects; |
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#ifdef DIAG_DEVELOPER |
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protected Object m_PreviousTargetObject; |
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protected ref array<Object> m_AllPreviousTargetObjects; |
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#endif |
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protected ref array<typename> m_TargetableObjects; |
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protected ref array<typename> m_NonAlignableObjects; |
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protected ref array<string> m_BlacklistedDamageZones; |
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protected DayZPlayerImplement m_DZPlayer; |
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protected InventoryItem m_Weapon; |
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protected int m_WeaponMode; |
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protected float m_WeaponRange; |
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protected bool m_ForceUntargetable; |
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protected bool m_SprintAttack; |
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protected bool m_WasHit; |
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protected vector m_RayStart; |
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protected vector m_RayEnd; |
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protected vector m_RayEndShort; |
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protected EMeleeHitType m_HitType; |
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protected int m_HitZoneIdx; |
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protected int m_FinisherType; |
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protected string m_HitZoneName; |
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protected vector m_HitPositionWS; |
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#ifdef DIAG_DEVELOPER |
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protected int m_PreviousHitZoneIdx; |
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protected string m_PreviousHitZoneName; |
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protected vector m_PreviousHitPositionWS; |
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#endif |
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private int m_DebugForcedFinisherType; |
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void DayZPlayerImplementMeleeCombat(DayZPlayerImplement player) |
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{ |
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Init(player); |
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} |
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void Init(DayZPlayerImplement player) |
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{ |
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m_DZPlayer = player; |
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m_MeleeTargeting = new MeleeTargeting; |
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m_HitZoneName = ""; |
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m_HitZoneIdx = -1; |
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m_FinisherType = -1; |
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m_HitPositionWS = vector.Zero; |
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m_SprintAttack = false; |
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m_WasHit = false; |
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m_TargetObject = null; |
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m_TargetType = EMeleeTargetType.ALIGNABLE; |
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m_AllTargetObjects = new array<Object>; |
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#ifdef DIAG_DEVELOPER |
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m_AllPreviousTargetObjects = new array<Object>; |
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#endif |
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m_DebugForcedFinisherType = -1; |
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m_TargetableObjects = new array<typename>; |
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m_TargetableObjects.Insert(DayZPlayer); |
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m_TargetableObjects.Insert(DayZInfected); |
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m_TargetableObjects.Insert(DayZAnimal); |
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m_NonAlignableObjects = new array<typename>; |
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m_NonAlignableObjects.Insert(Building); |
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m_NonAlignableObjects.Insert(Car); |
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m_NonAlignableObjects.Insert(CarWheel); |
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m_NonAlignableObjects.Insert(CarDoor); |
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m_NonAlignableObjects.Insert(TentBase); |
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m_NonAlignableObjects.Insert(BaseBuildingBase); |
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m_BlacklistedDamageZones = new array<string>; |
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m_BlacklistedDamageZones.Insert("Brain"); |
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} |
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void ~DayZPlayerImplementMeleeCombat() {} |
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EMeleeHitType GetHitType() |
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{ |
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return m_HitType; |
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} |
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void SetHitZoneIdx(int pHitZone) |
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{ |
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m_HitZoneIdx = pHitZone; |
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} |
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EntityAI GetTargetEntity() |
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{ |
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return EntityAI.Cast(m_TargetObject); |
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} |
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void SetTargetObject(Object pTarget) |
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{ |
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m_TargetObject = pTarget; |
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} |
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int GetHitZoneIdx() |
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{ |
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return m_HitZoneIdx; |
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} |
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vector GetHitPos() |
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{ |
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return m_HitPositionWS; |
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} |
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void SetHitPos(vector pHitPos) |
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{ |
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m_HitPositionWS = pHitPos; |
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} |
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int GetFinisherType() |
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{ |
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return m_FinisherType; |
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} |
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void SetFinisherType(int pFinisherType) |
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{ |
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m_FinisherType = pFinisherType; |
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} |
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int GetWeaponMode() |
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{ |
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return m_WeaponMode; |
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} |
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void Reset(InventoryItem weapon, EMeleeHitType hitMask, bool wasHitEvent = false) |
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{ |
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m_Weapon = weapon; |
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m_HitType = hitMask; |
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m_TargetType = EMeleeTargetType.ALIGNABLE; |
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m_SprintAttack = hitMask == EMeleeHitType.SPRINT; |
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m_WeaponMode = SelectWeaponMode(weapon); |
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m_WeaponRange = GetWeaponRange(weapon, m_WeaponMode); |
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m_WasHit = wasHitEvent; |
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#ifdef DIAG_DEVELOPER |
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m_AllPreviousTargetObjects = m_AllTargetObjects; |
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#endif |
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m_AllTargetObjects.Clear(); |
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} |
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void ResetTarget() |
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{ |
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#ifdef DIAG_DEVELOPER |
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m_PreviousTargetObject = m_TargetObject; |
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m_PreviousHitPositionWS = m_HitPositionWS; |
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m_PreviousHitZoneIdx = m_HitZoneIdx; |
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m_PreviousHitZoneName = m_HitZoneName; |
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#endif |
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InternalResetTarget(); |
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} |
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void Update(InventoryItem weapon, EMeleeHitType hitMask, bool wasHitEvent = false) |
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{ |
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Reset(weapon, hitMask, wasHitEvent); |
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#ifndef SERVER |
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if (!ScriptInputUserData.CanStoreInputUserData()) |
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{ |
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return; |
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} |
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TargetSelection(); |
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SetFinisherType(TrySelectFinisherType(weapon, GetTargetEntity())); |
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if (GetGame().IsMultiplayer()) |
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{ |
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ScriptInputUserData ctx = new ScriptInputUserData(); |
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ctx.Write(INPUT_UDT_MELEE_TARGET); |
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ctx.Write(m_TargetObject); |
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ctx.Write(m_HitPositionWS); |
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ctx.Write(m_HitZoneIdx); |
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ctx.Write(m_FinisherType); |
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ctx.Send(); |
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} |
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#endif |
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} |
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void CheckMeleeItem() |
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{ |
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if (m_Weapon) |
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{ |
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ItemBase item = ItemBase.Cast(m_Weapon.ProcessMeleeItemDamage(GetWeaponMode())); |
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if (item && item.GetHierarchyRootPlayer()) |
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{ |
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PlayerBase.Cast(item.GetHierarchyRootPlayer()).SetCheckMeleeItem(item); |
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} |
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else if (m_Weapon && m_Weapon.GetHierarchyRootPlayer()) |
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{ |
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PlayerBase.Cast(m_Weapon.GetHierarchyRootPlayer()).SetCheckMeleeItem(ItemBase.Cast(m_Weapon)); |
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} |
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} |
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} |
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protected int SelectWeaponMode(InventoryItem weapon) |
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{ |
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if (weapon) |
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{ |
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if (weapon.IsInherited(Weapon)) |
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{ |
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switch (m_HitType) |
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{ |
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case EMeleeHitType.WPN_HIT: |
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return 0; |
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case EMeleeHitType.WPN_HIT_BUTTSTOCK: |
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return 1; |
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case EMeleeHitType.WPN_STAB: |
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return 2; |
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} |
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} |
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else |
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{ |
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switch (m_HitType) |
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{ |
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case EMeleeHitType.LIGHT: |
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return weapon.GetMeleeMode(); |
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case EMeleeHitType.HEAVY: |
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return weapon.GetMeleeHeavyMode(); |
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case EMeleeHitType.SPRINT: |
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return weapon.GetMeleeSprintMode(); |
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} |
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} |
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} |
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switch (m_HitType) |
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{ |
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case EMeleeHitType.HEAVY: |
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return 1; |
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case EMeleeHitType.SPRINT: |
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return 2; |
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} |
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return 0; |
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} |
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protected float GetWeaponRange(InventoryItem weapon, int weaponMode) |
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{ |
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if ( weapon ) |
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return weapon.GetMeleeCombatData().GetModeRange(weaponMode); |
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else |
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return m_DZPlayer.GetMeleeCombatData().GetModeRange(weaponMode); |
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} |
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protected float GetRange() |
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{ |
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return m_WeaponRange + RANGE_EXTENDER_NORMAL; |
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} |
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protected float GetAngle() |
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{ |
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if (m_SprintAttack) |
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return TARGETING_ANGLE_SPRINT; |
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else |
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return TARGETING_ANGLE_NORMAL; |
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} |
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protected void TargetSelection() |
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{ |
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PlayerBase player = PlayerBase.Cast(m_DZPlayer); |
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vector pos = m_DZPlayer.GetPosition(); |
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vector rayStart = m_DZPlayer.GetBonePositionWS(m_DZPlayer.GetBoneIndexByName("Head")); |
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vector cameraPos, cameraRot, cameraDir; |
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m_DZPlayer.GetCurrentCameraTransform(cameraPos, cameraDir, cameraRot); |
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vector dir = MiscGameplayFunctions.GetHeadingVector(player); |
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dir[1] = cameraDir[1]; |
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float dist = GetRange(); |
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float angle = GetAngle(); |
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float dist2 = Math.SqrFloat(dist); |
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if (m_WasHit && GetFinisherType() == -1) |
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{ |
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if (CanObjectBeTargeted(m_TargetObject) && ( vector.DistanceSq(rayStart, m_TargetObject.GetDamageZonePos(m_HitZoneName)) <= dist2 )) |
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{ |
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m_AllTargetObjects.Insert(m_TargetObject); |
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return; |
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} |
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} |
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InternalResetTarget(); |
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Object target; |
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vector hitPos; |
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int hitZone; |
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if (HitZoneSelectionRaycastHelper(hitPos, hitZone, target)) |
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{ |
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if (m_ForceUntargetable) |
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{ |
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SetTarget(target, hitPos, hitZone); |
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return; |
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} |
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if (CanObjectBeTargeted(target) && vector.DistanceSq(rayStart, hitPos) <= dist2) |
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{ |
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m_AllTargetObjects.Insert(target); |
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SetTarget(target, hitPos, hitZone); |
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return; |
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} |
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} |
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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); |
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if (targetData) |
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{ |
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SetTarget(targetData.Obj, targetData.HitPos, targetData.HitComponent); |
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return; |
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} |
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if (CanObjectBeTargeted(target, true) && vector.DistanceSq(rayStart, hitPos) <= dist2) |
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{ |
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m_AllTargetObjects.Insert(target); |
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SetTarget(target, hitPos, hitZone); |
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return; |
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} |
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} |
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protected int TrySelectFinisherType(InventoryItem weapon, EntityAI target) |
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{ |
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if (m_WasHit) |
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return -1; |
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if (target) |
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{ |
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vector dir = target.GetPosition() - m_DZPlayer.GetPosition(); |
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IEntity hitEntity; |
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vector hitPos, hitNormal; |
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float moveFraction = m_DZPlayer.CollisionMoveTest(dir, vector.Zero, 1.0, target, hitEntity, hitPos, hitNormal); |
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if (moveFraction < 1.0) |
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return -1; |
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} |
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if (target && target.CanBeBackstabbed() && weapon && (weapon.IsMeleeFinisher() || m_HitType == EMeleeHitType.WPN_STAB) && !weapon.IsRuined() ) |
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{ |
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bool playGenericFinisherAnimation = false; |
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ZombieBase targetZombie = ZombieBase.Cast(target); |
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if (targetZombie && m_DebugForcedFinisherType == -1) |
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{ |
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if (!IsEntityBehindEntityInAngle(m_DZPlayer, target, 60)) |
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{ |
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return -1; |
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} |
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int mindState = targetZombie.GetMindStateSynced(); |
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if (mindState >= DayZInfectedConstants.MINDSTATE_DISTURBED) |
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{ |
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return -1; |
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} |
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} |
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PlayerBase targetPlayer = PlayerBase.Cast(target); |
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if (targetZombie) |
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{ |
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playGenericFinisherAnimation = targetZombie.IsCrawling(); |
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} |
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else if (targetPlayer) |
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{ |
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playGenericFinisherAnimation = targetPlayer.IsInProne(); |
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} |
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else |
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{ |
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playGenericFinisherAnimation = true; |
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} |
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if (weapon.IsWeapon()) |
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{ |
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return EMeleeHitType.WPN_STAB_FINISHER; |
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} |
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else if (playGenericFinisherAnimation) |
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{ |
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return EMeleeHitType.FINISHER_GENERIC; |
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} |
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else |
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{ |
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return DetermineSpecificFinisherType(ItemBase.Cast(weapon)); |
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} |
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} |
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return -1; |
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} |
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protected int DetermineSpecificFinisherType(ItemBase weapon) |
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{ |
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if (m_DebugForcedFinisherType > -1) |
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{ |
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array<int> finishers = { |
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EMeleeHitType.FINISHER_LIVERSTAB, |
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EMeleeHitType.FINISHER_NECKSTAB |
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}; |
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return finishers[m_DebugForcedFinisherType]; |
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} |
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if (!weapon || !weapon.GetValidFinishers() || weapon.GetValidFinishers().Count() == 0) |
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{ |
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return EMeleeHitType.FINISHER_LIVERSTAB; |
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} |
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PlayerBase player = PlayerBase.Cast(m_DZPlayer); |
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int idx = Math.Round(Math.Lerp(0, weapon.GetValidFinishers().Count() - 1, player.GetRandomGeneratorSyncManager().GetRandom01(RandomGeneratorSyncUsage.RGSGeneric))); |
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return weapon.GetValidFinishers()[idx]; |
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} |
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protected void InternalResetTarget() |
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{ |
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m_TargetObject = null; |
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m_HitPositionWS = vector.Zero; |
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m_HitZoneIdx = -1; |
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m_HitZoneName = ""; |
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SetFinisherType(-1); |
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} |
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protected void SetTarget(Object obj, vector hitPos, int hitZone) |
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{ |
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if (obj) |
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{ |
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m_TargetObject = obj; |
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m_HitPositionWS = hitPos; |
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m_HitZoneIdx = hitZone; |
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m_HitZoneName = m_TargetObject.GetDamageZoneNameByComponentIndex(m_HitZoneIdx); |
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} |
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} |
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protected bool CanObjectBeTargeted(Object obj, bool checkNonAligneAble = false) |
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{ |
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return obj && obj.IsAlive() && ( obj.IsAnyInherited(m_TargetableObjects) || (checkNonAligneAble && obj.IsAnyInherited(m_NonAlignableObjects)) ); |
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} |
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protected bool HitZoneSelectionRaycastHelper(out vector hitPos, out int hitZone, out Object target) |
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{ |
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return HitZoneSelectionRaycast(hitPos, hitZone, target, false); |
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} |
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protected bool HitZoneSelectionRaycast(out vector hitPos, out int hitZone, out Object target, bool useCamera) |
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{ |
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PlayerBase player = PlayerBase.Cast(m_DZPlayer); |
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vector pos; |
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vector dir; |
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vector playerDir; |
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if (useCamera) |
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{ |
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vector cameraRotation; |
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player.GetCurrentCameraTransform(pos, dir, cameraRotation); |
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playerDir = dir; |
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} |
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else |
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{ |
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playerDir = MiscGameplayFunctions.GetHeadingVector(player); |
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dir = GetGame().GetCurrentCameraDirection(); |
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MiscGameplayFunctions.GetHeadBonePos(player, pos); |
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} |
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if (vector.Dot(dir, playerDir) < 0.5) |
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{ |
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return false; |
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} |
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m_RayStart = pos; |
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m_RayEnd = m_RayStart + GetRange() * dir; |
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set<Object> hitObjects = new set<Object>; |
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vector hitNormal; |
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if ( DayZPhysics.RaycastRV(m_RayStart, m_RayEnd, hitPos, hitNormal, hitZone, hitObjects, null, player, false, false, ObjIntersectIFire) && hitObjects.Count() > 0 ) |
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{ |
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target = hitObjects[0]; |
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m_ForceUntargetable = false; |
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PlayerBase playerTarget = PlayerBase.Cast(target); |
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if (playerTarget && playerTarget.IsInVehicle()) |
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{ |
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if (vector.DistanceSq(pos, hitPos) > Math.SqrFloat(GetRange() * 0.5)) |
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{ |
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m_ForceUntargetable = true; |
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target = null; |
|
hitPos = vector.Zero; |
|
hitZone = -1; |
|
} |
|
} |
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|
return true; |
|
} |
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|
|
return false; |
|
} |
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|
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|
|
protected void HitZoneSelection() |
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{ |
|
Object cursorTarget = null; |
|
PlayerBase player = PlayerBase.Cast(m_DZPlayer); |
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vector pos; |
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vector cameraDirection = GetGame().GetCurrentCameraDirection(); |
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|
MiscGameplayFunctions.GetHeadBonePos(player, pos); |
|
m_RayStart = pos; |
|
m_RayEnd = pos + cameraDirection * TARGETING_RAY_DIST; |
|
m_RayEndShort = pos + cameraDirection * TARGETING_RAY_DIST_SHORT; |
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|
set<Object> hitObjects = new set<Object>; |
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int hitComponentIndex; |
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float hitFraction; |
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vector start, end, hitNormal, hitPosObstructed; |
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PhxInteractionLayers collisionLayerMask = PhxInteractionLayers.DEFAULT; |
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|
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; |
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|
} |
|
else if ( hitObjects.Count() > 0 ) |
|
{ |
|
cursorTarget = hitObjects.Get(0); |
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|
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|
|
vector playerPos = m_DZPlayer.GetPosition(); |
|
vector hitPos = m_HitPositionWS; |
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|
|
playerPos[1] = 0; |
|
hitPos[1] = 0; |
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|
|
if ( cursorTarget.IsAnyInherited(m_NonAlignableObjects) && vector.Distance(playerPos, hitPos) <= GetWeaponRange(m_Weapon, GetWeaponMode())) |
|
{ |
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|
|
if (m_TargetObject == null) |
|
{ |
|
m_TargetObject = cursorTarget; |
|
} |
|
} |
|
|
|
if (cursorTarget == m_TargetObject) |
|
{ |
|
m_HitZoneName = cursorTarget.GetDamageZoneNameByComponentIndex(m_HitZoneIdx); |
|
|
|
} |
|
else |
|
{ |
|
if (m_TargetObject == DayZInfected.Cast(m_TargetObject) || m_TargetObject == PlayerBase.Cast(m_TargetObject)) |
|
m_HitZoneName = DEFAULT_HIT_ZONE; |
|
} |
|
} |
|
else |
|
{ |
|
m_HitZoneIdx = -1; |
|
|
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} |
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} |
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|
|
|
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protected bool IsObstructed(Object object) |
|
{ |
|
|
|
PhxInteractionLayers collisionLayerMask = PhxInteractionLayers.BUILDING|PhxInteractionLayers.DOOR|PhxInteractionLayers.VEHICLE|PhxInteractionLayers.ROADWAY|PhxInteractionLayers.TERRAIN|PhxInteractionLayers.ITEM_SMALL|PhxInteractionLayers.ITEM_LARGE|PhxInteractionLayers.FENCE; |
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int hitComponentIndex; |
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float hitFraction; |
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vector start, end, hitNormal, hitPosObstructed; |
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Object hitObject = null; |
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PlayerBase player = PlayerBase.Cast(m_DZPlayer); |
|
|
|
if (object) |
|
{ |
|
MiscGameplayFunctions.GetHeadBonePos(player, start); |
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end = start + MiscGameplayFunctions.GetHeadingVector(player) * vector.Distance(player.GetPosition(), object.GetPosition()); |
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|
|
if ( end == start ) |
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return true; |
|
|
|
return DayZPhysics.RayCastBullet( start, end, collisionLayerMask, null, hitObject, hitPosObstructed, hitNormal, hitFraction); |
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} |
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|
|
return false; |
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} |
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|
|
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(); |
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} |
|
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 |
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|
|
|
|
|
|
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; |
|
} |
|
|
|
|
|
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(); |
|
} |
|
|
|
|
|
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(); |
|
|
|
vector w_pos_sphr = w_pos; |
|
w_pos_sphr[1] = w_pos_sphr[1] + 1.8; |
|
|
|
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() |
|
{ |
|
|
|
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) |
|
{ |
|
|
|
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 |
|
} |