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//-----------------------------
// LIFESPAN plugin
//-----------------------------
/*
Lifespan plugin handles player facial hair, bloody hands, blood type in HUD
*/
enum eBloodyHandsTypes
{
CLEAN = 0,//clean needs to be 0
SALMONELA,
JUST_BLOOD,
//--- ONLY LAST_INDEX BELLOW !!!
LAST_INDEX,
}
enum LifeSpanState
{
BEARD_NONE = 0,
BEARD_MEDIUM = 1,
BEARD_LARGE = 2,
BEARD_EXTRA = 3,
COUNT = 4,
}
class PluginLifespan extends PluginBase
{
protected static const int LIFESPAN_MIN = 0;
protected static const int LIFESPAN_MAX = 240; // value in minutes when player achieved maximum age in order to have full beard
protected int m_FakePlaytime;
protected ref map<PlayerBase, ref LifespanLevel> m_PlayerCurrentLevel;
protected ref map<string, ref array< ref LifespanLevel>> m_LifespanLevels;
protected ref map<string, ref BloodyHands> m_BloodyHands;
protected ref map<PlayerBase, int> m_BloodType;
//========================================
// GetInstance
//========================================
static PluginLifespan GetInstance()
{
return PluginLifespan.Cast( GetPlugin(PluginLifespan) );
}
void PluginLifespan()
{
LoadFromCfg();
m_PlayerCurrentLevel = new map<PlayerBase, ref LifespanLevel>;
m_BloodType = new map<PlayerBase, int>;
m_FakePlaytime = 0;
}
//-----------------------------
// Player load from config
//-----------------------------
void LoadFromCfg()
{
m_LifespanLevels = new map<string, ref array< ref LifespanLevel>>;
m_BloodyHands = new map<string, ref BloodyHands>;
const int LIFESPAN_LENGTH = LIFESPAN_MAX - LIFESPAN_MIN;
//cfg_name = 'CfgVehicles'
// config_name = 'CfgVehicles'
//cfg_class_count = 2348
// config_count = 2348
//cfg_class_name = 'SurvivorMale_Base'
// survivor_name = 'SurvivorMale_Base'
//cfg_class_fullname = 'CfgVehicles SurvivorMale_Base'
// survivor_path = 'CfgVehicles SurvivorMale_Base'
//cfg_class_member_count = 10
// survivor_lifespan_count = 10
//cfg_class_member_name = 'Lifespan'
// survivor_lifespan_name = 'Lifespan'
//cfg_class_member_fullname = 'CfgVehicles SurvivorMale_Base Lifespan';
// survivor_lifespan_path = 'CfgVehicles SurvivorMale_Base Lifespan';
//cfg_class_member_member_count = 1
// survivor_lifespan_beard_count = 1
//cfg_class_member_member_name = 'Beard'
// survivor_lifespan_beard_name = 'Beard'
//cfg_class_member_member_fullname = 'CfgVehicles SurvivorMale_Base Lifespan Beard'
// survivor_lifespan_beard_path = 'CfgVehicles SurvivorMale_Base Lifespan Beard'
//cfg_class_member_member_variable_name = 'mat'
// survivor_lifespan_beard_material_name = 'mat'
//cfg_class_member_member_variable_fullname = 'CfgVehicles SurvivorMale_Base Lifespan Beard mat'
// survivor_lifespan_beard_material_path = 'CfgVehicles SurvivorMale_Base Lifespan Beard mat'
string config_name = "CfgVehicles";
int config_count = GetGame().ConfigGetChildrenCount( config_name );
int i, j, k, l, m;
//Print( "config_count: " + config_count );
for ( i = 0; i < config_count; i++ )
{
string survivor_name = "";
GetGame().ConfigGetChildName( config_name, i, survivor_name );
if ( survivor_name != "" && survivor_name != "access" )
{
if ( GetGame().IsKindOf(survivor_name, "SurvivorMale_Base") || GetGame().IsKindOf(survivor_name, "SurvivorFemale_Base") )
{
string survivor_path = config_name + " " + survivor_name;
int survivor_lifespan_count = GetGame().ConfigGetChildrenCount( survivor_path );
//Print( "survivor_path: " + survivor_path );
for ( j = 0; j < survivor_lifespan_count; j++ )
{
string survivor_lifespan_name = "";
GetGame().ConfigGetChildName( survivor_path, j, survivor_lifespan_name );
string survivor_lifespan_path = survivor_path + " " + survivor_lifespan_name;
if ( survivor_lifespan_name == "Lifespan" )
{
int survivor_lifespan_beard_count = GetGame().ConfigGetChildrenCount( survivor_lifespan_path );
for ( k = 0; k < survivor_lifespan_beard_count; k++ )
{
string survivor_lifespan_beard_name = "";
GetGame().ConfigGetChildName( survivor_lifespan_path, k, survivor_lifespan_beard_name );
string survivor_lifespan_beard_path = survivor_lifespan_path + " " + survivor_lifespan_beard_name;
if ( survivor_lifespan_beard_name == "Beard" )
{
TStringArray materials = new TStringArray;
int cfg_class_member_member_variable_count = GetGame().ConfigGetChildrenCount( survivor_lifespan_beard_path );
for ( l = 0; l < cfg_class_member_member_variable_count; l++ )
{
string survivor_lifespan_beard_material_name = "";
GetGame().ConfigGetChildName( survivor_lifespan_beard_path, l, survivor_lifespan_beard_material_name );
string survivor_lifespan_beard_material_path = survivor_lifespan_beard_path + " " + survivor_lifespan_beard_material_name;
if ( survivor_lifespan_beard_material_name == "mat" )
{
GetGame().ConfigGetTextArray( survivor_lifespan_beard_material_path, materials );
array<ref LifespanLevel> lifespan_levels = new array< ref LifespanLevel>;
int level_count = materials.Count() / 2;
for ( m = 0; m < level_count; m++ )
{
int tex = m*2;
int mat = ((m*2)+1);
if ( mat < materials.Count() )
{
float threshold = (((float)m / (float)(level_count - 1)) * (float)LIFESPAN_LENGTH) + (float)LIFESPAN_MIN;
lifespan_levels.Insert( new LifespanLevel(m, threshold, materials.Get(tex), materials.Get(mat)) );
//Print("material a textura a threshold: " + materials.Get(tex) + " " + materials.Get(mat) + " " + threshold );
}
}
if ( lifespan_levels.Count() > 0 )
{
m_LifespanLevels.Set( survivor_name, lifespan_levels );
}
}
}
}
}
}
else if ( survivor_lifespan_name == "BloodyHands" )
{
string bloody_material, normal_material;
string path_normal = survivor_lifespan_path + " mat_normal";
string path_bloody = survivor_lifespan_path + " mat_blood";
GetGame().ConfigGetText(path_normal, normal_material);
GetGame().ConfigGetText(path_bloody, bloody_material);
m_BloodyHands.Set( survivor_name, new BloodyHands(normal_material, bloody_material) );
}
}
}
}
}
/*for ( int cl = 0; cl < m_LifespanLevels.Count(); cl++ )
{
string class_name = m_LifespanLevels.GetKey( cl );
array<ref LifespanLevel> levels = m_LifespanLevels.GetElement( cl );
Print( class_name );
for ( int ll = 0; ll < levels.Count(); ll++)
{
Print( "lvl: " + levels.Get( ll ).GetLevel() );
Print( "treshold: " + levels.Get( ll ).GetThreshold() );
Print( "texture: " + levels.Get( ll ).GetTextureName() );
Print( "material: " + levels.Get( ll ).GetMaterialName() );
}
}*/
}
//-----------------------------
// Support functions
//-----------------------------
void SynchLifespanVisual( PlayerBase player, int beard_state_visible, bool bloody_hands_visible, bool blood_type_visible, int blood_type )
{
SynchBeardVisual( player, beard_state_visible );
SynchBloodyHandsVisual( player, bloody_hands_visible );
SynchShowBloodTypeVisual( player, blood_type_visible );
SynchShowBloodType( player, blood_type );
}
void ChangeFakePlaytime( PlayerBase player, int change )
{
if ( !GetGame().IsMultiplayer() )
{
m_FakePlaytime = change;
UpdateLifespan( player, true );
}
}
//-----------------------------
// Facial hair
//-----------------------------
void UpdateLifespan(PlayerBase player, bool force_update = false)
{
if (player != null)
{
float playerPlaytime = m_FakePlaytime;
if (GetGame().IsMultiplayer() && GetGame().IsServer())
playerPlaytime = player.StatGet(AnalyticsManagerServer.STAT_PLAYTIME);
float playerBeard = playerPlaytime - player.GetLastShavedSeconds();
playerBeard = playerBeard / 60.0;
UpdateLifespanLevel(player, playerBeard, force_update);
}
}
protected void UpdateLifespanLevel( PlayerBase player, float player_beard, bool force_update = false )
{
if ( !player.IsAlive() )
return;
if ( m_PlayerCurrentLevel.Contains(player) )
{
LifespanLevel current_level = m_PlayerCurrentLevel.Get( player );
if ( player_beard > current_level.GetThreshold() || force_update )
{
LifespanLevel next_level = GetLifespanLevel( player.GetPlayerClass(), player_beard );
if ( next_level != NULL )
{
SetPlayerLifespanLevel( player, next_level );
m_PlayerCurrentLevel.Set( player, next_level );
}
}
}
else
{
if ( m_LifespanLevels.Contains( player.GetPlayerClass() ) )
{
LifespanLevel level = GetLifespanLevel( player.GetPlayerClass(), player_beard );
if ( level != NULL )
{
SetPlayerLifespanLevel( player, level );
m_PlayerCurrentLevel.Set( player, level );
}
}
}
}
protected LifespanLevel GetLifespanLevel( string player_class, float age = 0 )
{
array<ref LifespanLevel> lifespan_levels = m_LifespanLevels.Get( player_class );
if ( lifespan_levels != NULL )
{
for ( int i = lifespan_levels.Count() - 1; i >= 0; i-- )
{
LifespanLevel level = lifespan_levels.Get( i );
if ( age >= level.GetThreshold() )
{
return level;
}
}
}
return NULL;
}
protected void SetPlayerLifespanLevel( PlayerBase player, LifespanLevel level )
{
if (player.m_CorpseState != 0)
return;
int slot_id = InventorySlots.GetSlotIdFromString("Head");
EntityAI players_head = player.GetInventory().FindPlaceholderForSlot( slot_id );
if ( players_head )
{
switch (level.GetLevel())
{
case LifeSpanState.BEARD_NONE:
{
players_head.SetObjectTexture( 0, "");
players_head.SetObjectMaterial( 0, "");
player.SetFaceTexture( level.GetTextureName() );
player.SetFaceMaterial( level.GetMaterialName() );
player.SetLifeSpanStateVisible(LifeSpanState.BEARD_NONE);
//Print("LifeSpanState.BEARD_NONE");
break;
}
case LifeSpanState.BEARD_MEDIUM:
{
players_head.SetObjectTexture( 0, "");
players_head.SetObjectMaterial( 0, "");
player.SetFaceTexture( level.GetTextureName() );
player.SetFaceMaterial( level.GetMaterialName() );
player.SetLifeSpanStateVisible(LifeSpanState.BEARD_MEDIUM);
//Print("LifeSpanState.BEARD_MEDIUM");
break;
}
case LifeSpanState.BEARD_LARGE:
{
players_head.SetObjectTexture( 0, "");
players_head.SetObjectMaterial( 0, "");
player.SetFaceTexture( level.GetTextureName() );
player.SetFaceMaterial( level.GetMaterialName() );
player.SetLifeSpanStateVisible(LifeSpanState.BEARD_LARGE);
//Print("LifeSpanState.BEARD_LARGE");
break;
}
case LifeSpanState.BEARD_EXTRA:
{
players_head.SetObjectTexture( 0, level.GetTextureName() );
players_head.SetObjectMaterial( 0, level.GetMaterialName() );
array< ref LifespanLevel> lifespan_levels = m_LifespanLevels.Get( player.GetPlayerClass() );
LifespanLevel prev_level = lifespan_levels.Get(LifeSpanState.BEARD_LARGE);
player.SetFaceTexture( prev_level.GetTextureName() );
player.SetFaceMaterial( prev_level.GetMaterialName() );
player.SetLifeSpanStateVisible(LifeSpanState.BEARD_EXTRA);
//Print("LifeSpanState.BEARD_EXTRA");
break;
}
default:
{
Print("Lifespan state missing");
break;
}
}
}
}
void SynchBeardVisual( PlayerBase player, int state )
{
float player_beard;
switch (state)
{
case LifeSpanState.BEARD_NONE:
{
// first out of 4 states
player_beard = LIFESPAN_MIN;
break;
}
case LifeSpanState.BEARD_MEDIUM:
{
// second out of 4 states
player_beard = LIFESPAN_MAX/3;
break;
}
case LifeSpanState.BEARD_LARGE:
{
// third out of 4 states
player_beard = LIFESPAN_MAX/1.5;
break;
}
case LifeSpanState.BEARD_EXTRA:
{
// fourth out of 4 states
player_beard = LIFESPAN_MAX;
break;
}
default:
{
Print("Lifespan state missing");
break;
}
}
UpdateLifespanLevel( player, player_beard, true );
}
//-----------------------------
// Bloody hands
//-----------------------------
void UpdateBloodyHandsVisibilityEx( PlayerBase player, eBloodyHandsTypes type )
{
if ( CanMakeHandsBloody( player ) )
{
SetBloodyHandsEx( player, type );
}
}
void UpdateBloodyHandsVisibility( PlayerBase player, bool show )
{
if ( CanMakeHandsBloody( player ) )
{
SetBloodyHands( player, show );
}
}
void SynchBloodyHandsVisual( PlayerBase player, bool has_bloody_hands )
{
UpdateBloodyHandsVisibility( player, has_bloody_hands );
}
void SetBloodyHandsEx( PlayerBase player, eBloodyHandsTypes type )
{
player.SetBloodyHandsEx( type );
if ( type )
{
SetHandsMaterial( player, BloodyHands.MATERIAL_TYPE_BLOODY );
}
else
{
SetHandsMaterial( player, BloodyHands.MATERIAL_TYPE_NORMAL );
}
}
void SetBloodyHands( PlayerBase player, bool show )
{
player.SetBloodyHands( show );
if ( show )
{
SetHandsMaterial( player, BloodyHands.MATERIAL_TYPE_BLOODY );
}
else
{
SetHandsMaterial( player, BloodyHands.MATERIAL_TYPE_NORMAL );
}
}
protected void SetHandsMaterial( PlayerBase player, int material_type )
{
string player_class = player.GetPlayerClass();
int slot_id;
EntityAI eai;
if ( m_BloodyHands.Contains(player_class))
{
slot_id = InventorySlots.GetSlotIdFromString("Gloves");
eai = player.GetInventory().FindPlaceholderForSlot( slot_id );
if (eai)
{
eai.SetObjectMaterial( 0, m_BloodyHands.Get(player_class).GetMaterial(material_type) );
}
}
else
{
//Print("Error! Player class <" + player_class + "> does not contain valid configuration for bloody hands!");
}
}
bool CanMakeHandsBloody( PlayerBase player )
{
return !player.FindAttachmentBySlotName( "Gloves" ) );
}
//-----------------------------
// Blood type in HUD
//-----------------------------
void UpdateBloodTypeVisibility( PlayerBase player, bool show )
{
player.SetBloodTypeVisible( show );
if ( player.m_Hud )
{
player.m_Hud.UpdateBloodName();
}
}
void UpdateBloodType( PlayerBase player, int blood_type )
{
player.SetBloodType( blood_type );
}
void SynchShowBloodTypeVisual( PlayerBase player, bool show )
{
UpdateBloodTypeVisibility( player, show );
}
void SynchShowBloodType( PlayerBase player, int blood_type )
{
UpdateBloodType( player, blood_type );
}
//-----------------------------
// Getters for other systems
//-----------------------------
string GetCurrentHeadTexture(PlayerBase player)
{
if ( m_PlayerCurrentLevel.Contains(player) )
{
LifespanLevel current_level = m_PlayerCurrentLevel.Get( player );
return current_level.GetTextureName();
}
return "";
}
string GetCurrentHeadMaterial(PlayerBase player)
{
if ( m_PlayerCurrentLevel.Contains(player) )
{
LifespanLevel current_level = m_PlayerCurrentLevel.Get( player );
return current_level.GetMaterialName();
}
return "";
}
}