| class BleedingSourcesManagerServer extends BleedingSourcesManagerBase |
| { |
| const float TICK_INTERVAL_SEC = 3; |
| float m_Tick; |
| bool m_DisableBloodLoss = false; |
| ref array<int> m_DeleteList = new array<int>; |
| |
| const int STORAGE_VERSION = 103; |
| |
| protected BleedingSourceZone GetBleedingSourceZone(int bit) |
| { |
| return m_BleedingSourceZone.Get(GetSelectionNameFromBit(bit)); |
| } |
| |
| int GetStorageVersion() |
| { |
| return STORAGE_VERSION; |
| } |
| |
| void RequestDeletion(int bit) |
| { |
| m_DeleteList.Insert(bit); |
| } |
| |
| override protected void AddBleedingSource(int bit) |
| { |
| #ifdef DEVELOPER |
| if (m_Player && !m_Player.GetAllowDamage()) |
| return; |
| #endif |
| |
| m_Player.SetBleedingBits(m_Player.GetBleedingBits() | bit ); |
| super.AddBleedingSource(bit); |
| m_Player.OnBleedingSourceAdded(); |
| } |
| |
| override protected bool RemoveBleedingSource(int bit) |
| { |
| if(!super.RemoveBleedingSource(bit)) |
| { |
| Error("Failed to remove bleeding source:" + bit); |
| } |
| else |
| { |
| m_Player.OnBleedingSourceRemovedEx(m_Item); |
| } |
| |
| int inverse_bit_mask = ~bit; |
| m_Player.SetBleedingBits(m_Player.GetBleedingBits() & inverse_bit_mask ); |
| |
| |
| |
| float chanceToInfect; |
| |
| if (m_Item) |
| { |
| chanceToInfect = m_Item.GetInfectionChance(0, CachedObjectsParams.PARAM1_BOOL); |
| } |
| else |
| { |
| chanceToInfect = PlayerConstants.BLEEDING_SOURCE_CLOSE_INFECTION_CHANCE; |
| } |
| float diceRoll = Math.RandomFloat01(); |
| if (diceRoll < chanceToInfect) |
| { |
| m_Player.InsertAgent(eAgents.WOUND_AGENT); |
| } |
| |
| m_Item = null; |
| |
| return true; |
| } |
| |
| void RemoveAnyBleedingSource() |
| { |
| int bleeding_sources_bits = m_Player.GetBleedingBits(); |
| int rightmost_bit = bleeding_sources_bits & (-bleeding_sources_bits); |
| |
| RemoveBleedingSource(rightmost_bit); |
| } |
| |
| void RemoveMostSignificantBleedingSource() |
| { |
| int bit = GetMostSignificantBleedingSource(); |
| if( bit != 0) |
| RemoveBleedingSource(bit); |
| } |
| |
| void RemoveMostSignificantBleedingSourceEx(ItemBase item) |
| { |
| SetItem(item); |
| RemoveMostSignificantBleedingSource(); |
| } |
| |
| int GetMostSignificantBleedingSource() |
| { |
| int bleeding_sources_bits = m_Player.GetBleedingBits(); |
| |
| float highest_flow; |
| int highest_flow_bit; |
| int bit_offset; |
| |
| for(int i = 0; i < BIT_INT_SIZE; i++) |
| { |
| int bit = 1 << bit_offset; |
| |
| if( (bit & bleeding_sources_bits) != 0 ) |
| { |
| BleedingSourceZone meta = GetBleedingSourceMeta(bit); |
| if(meta) |
| { |
| if( meta.GetFlowModifier() > highest_flow ) |
| { |
| highest_flow = meta.GetFlowModifier(); |
| highest_flow_bit = bit; |
| |
| } |
| } |
| } |
| bit_offset++; |
| } |
| return highest_flow_bit; |
| } |
| |
| void OnTick(float delta_time) |
| { |
| m_Tick += delta_time; |
| if( m_Tick > TICK_INTERVAL_SEC ) |
| { |
| while( m_DeleteList.Count() > 0 ) |
| { |
| RemoveBleedingSource(m_DeleteList.Get(0)); |
| m_DeleteList.Remove(0); |
| } |
| |
| float blood_scale = Math.InverseLerp(PlayerConstants.BLOOD_THRESHOLD_FATAL, PlayerConstants.BLEEDING_LOW_PRESSURE_BLOOD, m_Player.GetHealth( "GlobalHealth", "Blood" )); |
| blood_scale = Math.Clamp( blood_scale, PlayerConstants.BLEEDING_LOW_PRESSURE_MIN_MOD, 1 ); |
|
|
| for(int i = 0; i < m_BleedingSources.Count(); i++) |
| { |
| m_BleedingSources.GetElement(i).OnUpdateServer( m_Tick, blood_scale, m_DisableBloodLoss ); |
| } |
| m_Tick = 0; |
| } |
| } |
| |
| void ActivateAllBS() |
| { |
| for(int i = 0; i < m_BleedingSourceZone.Count(); i++) |
| { |
| int bit = m_BleedingSourceZone.GetElement(i).GetBit(); |
| if( CanAddBleedingSource(bit) ) |
| { |
| AddBleedingSource(bit); |
| } |
| } |
| } |
| |
| |
| void ProcessHit(float damage, EntityAI source, int component, string zone, string ammo, vector modelPos) |
| { |
| float dmg_max = m_Player.GetMaxHealth(zone, "Blood"); |
| float bleed_threshold = GetGame().ConfigGetFloat("CfgAmmo " + ammo + " DamageApplied bleedThreshold"); |
| string damageTypeString = GetGame().ConfigGetTextOut("CfgAmmo " + ammo + " DamageApplied type"); |
| bleed_threshold = Math.Clamp(bleed_threshold,0,1); |
| float bleedingChance; |
| bool createBleedingSource = false; |
| |
| |
| if (BleedChanceData.CalculateBleedChance(damageTypeString, damage, bleed_threshold,bleedingChance)) |
| { |
| float roll = Math.RandomFloat01(); |
| createBleedingSource = bleedingChance != 0 && bleedingChance >= roll; |
| |
| #ifdef DEVELOPER |
| if (LogManager.IsBleedingChancesLogEnable()) |
| { |
| Debug.BleedingChancesLog(roll.ToString(), "BleedingSourcesManagerServer" , "n/a", "bleeding random roll:"); |
| } |
| #endif |
| } |
| else if (source && source.IsZombie()) |
| { |
| int chance = Math.RandomInt(0,100); |
| if (chance <= damage) |
| { |
| createBleedingSource = true; |
| } |
| } |
| else if (damage > (dmg_max * (1 - bleed_threshold)) ) |
| { |
| createBleedingSource = true; |
| } |
| |
| if (createBleedingSource) |
| { |
| #ifdef DEVELOPER |
| if (LogManager.IsBleedingChancesLogEnable()) |
| { |
| Debug.BleedingChancesLog("true", "BleedingSourcesManagerServer" , "n/a", "Attempting to create bleeding source"); |
| } |
| #endif |
| AttemptAddBleedingSource(component); |
| } |
| } |
| |
| void DebugActivateBleedingSource(int source) |
| { |
| RemoveAllSources(); |
| |
| if(source >= m_BleedingSourceZone.Count() || !m_BleedingSourceZone.GetElement(source)) return; |
| |
| int bit = m_BleedingSourceZone.GetElement(source).GetBit(); |
| |
| if( bit && CanAddBleedingSource(bit) ) |
| { |
| AddBleedingSource(bit); |
| } |
| } |
| |
| void SetBloodLoss(bool status) |
| { |
| m_DisableBloodLoss = status; |
| } |
| |
| void OnStoreSave( ParamsWriteContext ctx ) |
| { |
| |
| int active_bits = m_Player.GetBleedingBits(); |
| ctx.Write(active_bits); |
| |
| int bit_offset = 0; |
| for(int i = 0; i < BIT_INT_SIZE; i++) |
| { |
| int bit = 1 << bit_offset; |
| if( (bit & active_bits) != 0 ) |
| { |
| int active_time = GetBleedingSourceActiveTime(bit); |
| eBleedingSourceType type = GetBleedingSourceType(bit); |
| |
| ctx.Write(active_time); |
| ctx.Write(type); |
| } |
| bit_offset++; |
| } |
| } |
|
|
| bool OnStoreLoad( ParamsReadContext ctx, int version ) |
| { |
| int active_bits; |
| if(!ctx.Read(active_bits)) |
| { |
| return false; |
| } |
| |
| int bit_offset = 0; |
| for(int i = 0; i < BIT_INT_SIZE; i++) |
| { |
| int bit = 1 << bit_offset; |
| if( (bit & active_bits) != 0 && CanAddBleedingSource(bit)) |
| { |
| AddBleedingSource(bit); |
| int active_time = 0; |
| if(!ctx.Read(active_time)) |
| { |
| return false; |
| } |
| else |
| { |
| SetBleedingSourceActiveTime(bit,active_time); |
| } |
| if( version >= 121 ) |
| { |
| eBleedingSourceType type = eBleedingSourceType.NORMAL; |
| if (!ctx.Read(type)) |
| { |
| return false; |
| } |
| else |
| { |
| SetBleedingSourceType(bit,type); |
| } |
| } |
| } |
| bit_offset++; |
| } |
| return true; |
| } |
| |
| |
| void ~BleedingSourcesManagerServer() |
| { |
| if (m_Player && !m_Player.IsAlive()) |
| RemoveAllSources(); |
| } |
| } |