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class NoiseAIEvaluate
{
static float SURFACE_NOISE_WEIGHT = 0.25;
static float GetNoiseMultiplier(DayZPlayerImplement playerImplement)
{
float speedNoise = GetNoiseMultiplierByPlayerSpeed(playerImplement);
float shoesNoise = GetNoiseMultiplierByShoes(playerImplement);
float surfaceNoise = GetNoiseMultiplierBySurface(playerImplement);
surfaceNoise *= SURFACE_NOISE_WEIGHT;
float avgNoise = (shoesNoise + surfaceNoise)/(1 + SURFACE_NOISE_WEIGHT);
avgNoise *= speedNoise;
return avgNoise;
}
//Noise multiplier based on player speed
static float GetNoiseMultiplierByPlayerSpeed(DayZPlayerImplement playerImplement)
{
HumanMovementState hms = new HumanMovementState();
playerImplement.GetMovementState(hms);
if ( playerImplement.GetCommand_Move() && playerImplement.GetCommand_Move().IsInRoll() )
{
// When rolling we are prone, so we load that Noise value, hence we multiply
return PlayerConstants.AI_NOISE_ROLL;
}
switch ( AITargetCallbacksPlayer.StanceToMovementIdxTranslation(hms) )
{
case DayZPlayerConstants.MOVEMENTIDX_IDLE:
return PlayerConstants.AI_NOISE_IDLE;
case DayZPlayerConstants.MOVEMENTIDX_WALK:
return PlayerConstants.AI_NOISE_WALK;
case DayZPlayerConstants.MOVEMENTIDX_CROUCH_RUN:
return PlayerConstants.AI_NOISE_CROUCH_RUN;
case DayZPlayerConstants.MOVEMENTIDX_RUN:
return PlayerConstants.AI_NOISE_RUN;
case DayZPlayerConstants.MOVEMENTIDX_SPRINT:
return PlayerConstants.AI_NOISE_SPRINT;
}
//Default return
return PlayerConstants.AI_NOISE_SPRINT;
}
//Noise multiplier based on type of boots
static float GetNoiseMultiplierByShoes(DayZPlayerImplement playerImplement)
{
switch ( playerImplement.GetBootsType() )
{
case AnimBootsType.None:
return PlayerConstants.AI_NOISE_SHOES_NONE;
case AnimBootsType.Sneakers:
return PlayerConstants.AI_NOISE_SHOES_SNEAKERS;
case AnimBootsType.Boots:
return PlayerConstants.AI_NOISE_SHOES_BOOTS;
}
//Default return
return PlayerConstants.AI_NOISE_SHOES_BOOTS;
}
//Gets noise multiplayer base on surface player walks on
static float GetNoiseMultiplierBySurface(DayZPlayerImplement playerImplement)
{
return playerImplement.GetSurfaceNoise();
}
}