DayZ_Scripts / scripts /4_World /DayZ /Plugins /PluginBase /PluginTransmissionAgents.c
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enum InjectTypes
{
PLAYER_TO_ITEM,
ITEM_TO_PLAYER,
PLAYER_AIR_PLAYER,
};
class PluginTransmissionAgents extends PluginBase
{
static ref map<int, ref AgentBase> m_AgentList = new map<int, ref AgentBase>;
ref map<int, string> m_SimpleAgentList = new map<int, string>;
bool m_IsConstructed = false;
void PluginTransmissionAgents()
{
//add new agents here
RegisterAgent(new InfluenzaAgent);
RegisterAgent(new CholeraAgent);
RegisterAgent(new SalmonellaAgent);
RegisterAgent(new BrainAgent);
RegisterAgent(new FoodPoisonAgent);
RegisterAgent(new ChemicalAgent);
RegisterAgent(new WoundAgent);
RegisterAgent(new NerveAgent);
}
void RegisterAgent(AgentBase agent)
{
m_AgentList.Insert(agent.GetAgentType(), agent);
}
void ConstructSimpleAgentList()
{
string agent_name;
int agent_type;
for(int i = 0; i < m_AgentList.Count();i++)
{
AgentBase agent = m_AgentList.GetElement(i);
agent_name = agent.GetName();
agent_type = agent.GetAgentType();
m_SimpleAgentList.Insert(agent_type, agent_name);
}
}
map<int, ref AgentBase> GetAgentList()
{
return m_AgentList;
}
// this is a list which is easy to work with for displaying all agents and interacting with them, it doesn't serve any gameplay purpose
map<int, string> GetSimpleAgentList()
{
if( !m_IsConstructed )
{
ConstructSimpleAgentList();
m_IsConstructed = true;
}
return m_SimpleAgentList;
}
static string GetNameByID(int agent_id)
{
return m_AgentList.Get(agent_id).GetName();
}
void RemoveAllAgents(EntityAI target)
{
target.RemoveAllAgents();
}
static void RemoveAgent(EntityAI target, int agent_id )
{
target.RemoveAgent( agent_id );
}
protected float GetAgentTransferabilityIn( int agent_id )
{
if( !m_AgentList.Get(agent_id) ) return 0;
return m_AgentList.Get(agent_id).GetTransferabilityIn();
}
bool GrowDuringAntibioticsAttack(int agent_id, PlayerBase player)
{
if( !m_AgentList.Get(agent_id) ) return true;
return m_AgentList.Get(agent_id).GrowDuringAntibioticsAttack(player);
}
float GetAgentDieOffSpeedEx(int agent_id, PlayerBase player)
{
if( !m_AgentList.Get(agent_id) ) return true;
return m_AgentList.Get(agent_id).GetDieOffSpeedEx(player);
}
EStatLevels GetAgentPotencyEx(int agent_id, PlayerBase player)
{
if( !m_AgentList.Get(agent_id) ) return true;
return m_AgentList.Get(agent_id).GetPotencyEx(player);
}
float GetAgentInvasibilityEx(int agent_id, PlayerBase player)
{
if( !m_AgentList.Get(agent_id) ) return true;
return m_AgentList.Get(agent_id).GetInvasibilityEx(player);
}
float GetAgentAntiboticsResistance( int agent_id )
{
if( !m_AgentList.Get(agent_id) ) return 0;
return m_AgentList.Get(agent_id).GetAntiboticsResistance();
}
float GetAgentAntiboticsResistanceEx( int agent_id , PlayerBase player)
{
if( !m_AgentList.Get(agent_id) ) return 0;
return m_AgentList.Get(agent_id).GetAntibioticsResistanceEx(player);
}
protected float GetAgentTransferabilityOut( int agent_id )
{
if(!m_AgentList.Get(agent_id)) return 0;
return m_AgentList.Get(agent_id).GetTransferabilityOut();
}
protected float GetAgentTransferabilityAirOut( int agent_id )
{
if(!m_AgentList.Get(agent_id)) return 0;
return m_AgentList.Get(agent_id).GetTransferabilityAirOut();
}
/*
float GetAgentChance( int agent_id )
{
return m_AgentList.Get(agent_id).GetChanceOfInfection();
}
*/
float GetAgentInvasibility( int agent_id )
{
if( !m_AgentList.Get(agent_id) )
return 0;
return m_AgentList.Get(agent_id).GetInvasibility();
}
float GetAgentDigestibility( int agent_id )
{
if( !m_AgentList.Get(agent_id) )
return 0;
return m_AgentList.Get(agent_id).GetDigestibility();
}
float GetDieOffSpeed( int agent_id )
{
if( !m_AgentList.Get(agent_id) )
return 0;
return m_AgentList.Get(agent_id).GetDieOffSpeed();
}
EStatLevels GetPotency( int agent_id )
{
if( !m_AgentList.Get(agent_id) )
return 0;
return m_AgentList.Get(agent_id).GetPotency();
}
static int GetAgentMaxCount( int agent_id )
{
if( !m_AgentList.Get(agent_id) ) return 0;
return m_AgentList.Get(agent_id).GetMaxCount();
}
/*
private float GetAgentInitialCount( int agent_id )
{
return m_AgentList.Get(agent_id).GetInitialCount();
}
*/
/*
float GetImmunityResistance( int agent_id )
{
if( !m_AgentList.Get(agent_id) ) return 0;
return m_AgentList.Get(agent_id).GetImmunityResistance();
}
*/
float TransmitAgentsEx(EntityAI source, EntityAI target, int pathway, int dose_size = 1000, int agents = 0)
{
//Debug.Log("Transmitting agents for source: " +source.ToString()+", target: " +target.ToString(),"Agents");
int sourceAgents = agents;
int targetAgents;
if(!sourceAgents && source) sourceAgents = source.GetAgents();//do not set sourceAgents again if already set
if(target) targetAgents = target.GetAgents();
float count = 0;
switch (pathway)
{
case AGT_INV_OUT: //item leaving inventory
break;
case AGT_INV_IN: //item entering inventory
break;
case AGT_UACTION_TOUCH: //player touched the item
//InjectAgents( source, targetAgents ,GetProtectionLevel(DEF_BIOLOGICAL,InventorySlots.GLOVES, player) );
break;
case AGT_WATER_POND:
//target.InsertAgent(eAgents.CHOLERA, dose_size);
InjectAgentsWithPlayer( target, eAgents.CHOLERA , 0, 1, InjectTypes.ITEM_TO_PLAYER );
break;
case AGT_UACTION_CONSUME:
//InjectAgentsWithPlayer( target, sourceAgents , 0, dose_size, InjectTypes.ITEM_TO_PLAYER );
InjectAgentsWithPlayer( source, targetAgents , 0, 1, InjectTypes.PLAYER_TO_ITEM );
break;
case AGT_UACTION_TO_PLAYER: //user action of a consumption, only from item to player
InjectAgentsWithPlayerCount( target, sourceAgents , 0, dose_size, InjectTypes.ITEM_TO_PLAYER );
break;
case AGT_UACTION_TO_ITEM: //to transfer from the player to the consumed item
InjectAgentsWithPlayer( target, sourceAgents , 0, 1, InjectTypes.PLAYER_TO_ITEM );
break;
case AGT_TRANSFER_COPY: //transferring liquid
InjectAgentsWithoutPlayer( target, sourceAgents );
break;
case AGT_ITEM_TO_FLESH: //transferring liquid
InjectAgentsWithPlayer( target, sourceAgents , 0, 1, InjectTypes.ITEM_TO_PLAYER);
break;
case AGT_AIRBOURNE_BIOLOGICAL:
float prot_level_mask_target = GetProtectionLevel(DEF_BIOLOGICAL,InventorySlots.MASK, Man.Cast( target ));
float prot_level_mask_source = GetProtectionLevel(DEF_BIOLOGICAL,InventorySlots.MASK, Man.Cast( source ));
float prot_level_headgear_target = GetProtectionLevel(DEF_BIOLOGICAL,InventorySlots.HEADGEAR, Man.Cast( target ));
float prot_level_headgear_source = GetProtectionLevel(DEF_BIOLOGICAL,InventorySlots.HEADGEAR, Man.Cast( source ));
float prot_level_target = Math.Max(prot_level_mask_target, prot_level_headgear_target);//find the bigger of the 2, TODO: should be improved
float prot_level_source = Math.Max(prot_level_mask_source, prot_level_headgear_source);//find the bigger of the 2, TODO: should be improved
float prot_level_combined = 1 - (1 - prot_level_target) * (1 - prot_level_source);
InjectAgentsWithPlayer( target, sourceAgents , prot_level_combined, 1, InjectTypes.PLAYER_AIR_PLAYER );
break;
case AGT_AIRBOURNE_CHEMICAL:
float prot_level_mask_target2 = GetProtectionLevel(DEF_CHEMICAL,InventorySlots.MASK, Man.Cast( target ));
count = InjectAgentWithPlayerDose( target, agents , prot_level_mask_target2, dose_size, InjectTypes.PLAYER_AIR_PLAYER );
break;
}
return count;
}
void TransmitAgents(EntityAI source, EntityAI target, int pathway, int dose_size = 1000)
{
TransmitAgentsEx(source, target, pathway, dose_size);
}
protected void InjectAgentsWithoutPlayer(EntityAI target, int agents)
{
if( target.IsItemBase() )
{
ItemBase ib_target = ItemBase.Cast( target );
ib_target.TransferAgents(agents);
}
}
//! will add agents to a given target, using chance of transmission and full dose size if chance succeeds
protected void InjectAgentsWithPlayer(EntityAI target, int agents,float protection, int dose_size, int inject_type)//target,array_of_agents,protection_lvl
{
if(target && (agents != 0) && target.IsEntityAI() )
{
int bit_count = Math.GetNumberOfSetBits(agents);
for (int i = 0; i < bit_count; i++)
{
int agent_bit = Math.Pow(2,Math.GetNthBitSet(agents,i));
if( DetermineChanceToTransmit(agent_bit, protection, inject_type))
{
target.InsertAgent(agent_bit,dose_size);
}
}
}
}
//! will add agents to a given target, with no probability, but the dose size is modified by m_TransferabilityOut of the agent
protected void InjectAgentsWithPlayerCount(EntityAI target, int agents,float protection, int dose_size, int inject_type)//target,array_of_agents,protection_lvl
{
if(target && (agents != 0) && target.IsEntityAI() )
{
int bit_count = Math.GetNumberOfSetBits(agents);
for (int i = 0; i < bit_count; i++)
{
int agent_bit = Math.Pow(2,Math.GetNthBitSet(agents,i));
float count = CalculateAgentsToTransmit(agent_bit, protection, dose_size, inject_type);
target.InsertAgent(agent_bit,count);
}
}
}
//! will add agent to a given target
protected float InjectAgentWithPlayerDose(EntityAI target, int agent, float protection, float dose_size, int inject_type)//target,array_of_agents,protection_lvl
{
float count = CalculateAgentsToTransmit(agent, protection, dose_size, inject_type);
{
if(count > 0)
{
target.InsertAgent(agent, count);
return count;
}
}
return 0;
}
// !performance hog, avoid
static void BuildAgentArray(int agents, array<int> agents_out)
{
int mask = 1;
for(int i = 0; i < BIT_INT_SIZE; i++)
{
if( mask & agents )
agents_out.Insert(mask);
mask = mask * 2;
}
}
static float GetProtectionLevelEx(int type, int slot, Man player, bool consider_filter = true, int system = 0)
{
ItemBase attachment = ItemBase.Cast(player.GetInventory().FindAttachment(slot));
if(!attachment)
return 0;
return attachment.GetProtectionLevel(type, consider_filter, system);
}
protected float GetProtectionLevel(int type, int slot, Man player)
{
return GetProtectionLevelEx(type, slot, player);
}
//------------------------------------------------------------------------------------------------------
protected float CalculateAgentsToTransmit(int agent_id, float protection, int dose_size, int inject_type)
{
//Debug.Log("protection: "+protection.ToString());
float prot = 1 - protection; //reverse the value (in config, the higher the value, the higher the protection: 0 - 1) so that we can easily interpolate between 0 and 1 by multiplication
//Debug.Log("prot: "+prot.ToString(), "Agents");
float transf;
if( inject_type == InjectTypes.PLAYER_TO_ITEM )
{
transf = GetAgentTransferabilityOut(agent_id);
}
else if( inject_type == InjectTypes.ITEM_TO_PLAYER )
{
transf = GetAgentTransferabilityIn(agent_id);
}
else if( inject_type == InjectTypes.PLAYER_AIR_PLAYER )
{
transf = GetAgentTransferabilityAirOut(agent_id);
}
//Debug.Log("transf: "+transf.ToString(), "Agents");
//float result = GetAgentInitialCount(agent_id) * prot * transf * dose_size;//final formula
float result = 1 * prot * transf * dose_size;//final formula
//result = Math.Ceil(result);
//Debug.Log("result: "+result.ToString(), "Agents");
return result;
}
//------------------------------------------------------------------------------------------------------
protected bool DetermineChanceToTransmit(int agent_id, float protection, int inject_type)
{
//Debug.Log("protection: "+protection.ToString());
float prot = 1 - protection; //reverse the value (in config, the higher the value, the higher the protection: 0 - 1) so that we can easily interpolate between 0 and 1 by multiplication
//Debug.Log("prot: "+prot.ToString(), "Agents");
float transf;
if( inject_type == InjectTypes.PLAYER_TO_ITEM )
{
transf = GetAgentTransferabilityOut(agent_id);
}
else if( inject_type == InjectTypes.ITEM_TO_PLAYER )
{
transf = GetAgentTransferabilityIn(agent_id);
}
else if( inject_type == InjectTypes.PLAYER_AIR_PLAYER )
{
transf = GetAgentTransferabilityAirOut(agent_id);
}
#ifdef DEVELOPER
//Debug.Log("transf: "+transf.ToString(), "Agents");
#endif
//float result = GetAgentInitialCount(agent_id) * prot * transf * dose_size;//final formula
bool dice = Math.RandomFloat01() < (prot * transf);
//result = Math.Ceil(result);
return dice;
}
//------------------------------------------------------------------------------------------------------
};