| class FallDamageData |
| { |
| int m_LandType; |
| float m_Height; |
| float m_HealthCoef; |
| float m_ShockCoef; |
| float m_BrokenLegsCoef; |
| float m_BleedingHandsCoef; |
| float m_BleedingFeetCoef; |
| float m_BleedingLegsCoef; |
| float m_GlovesHealthCoef; |
| float m_ShoesHealthCoef; |
| float m_PantsHealthCoef; |
| float m_BleedingChanceCoef; |
| float m_BleedingChanceLegsCoef; |
| } |
|
|
| class DayZPlayerImplementFallDamage |
| { |
| static const string FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth"; |
| static const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock"; |
|
|
| static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment"; |
| static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments"; |
|
|
| const float HEALTH_HEIGHT_LOW = 5; |
| const float HEALTH_HEIGHT_HIGH = 14; |
|
|
| private const float SHOCK_HEIGHT_LOW = 3; |
| private const float SHOCK_HEIGHT_HIGH = 12; |
| private const float BROKENLEGS_HEIGHT_LOW = 5; |
| private const float BROKENLEGS_HEIGHT_HIGH = 9; |
| |
| private const float GLOVES_HEALTH_HEIGHT_LOW = 5; |
| private const float GLOVES_HEALTH_HEIGHT_HIGH = 15; |
| private const float SHOES_HEALTH_HEIGHT_LOW = 2; |
| private const float SHOES_HEALTH_HEIGHT_HIGH = 15; |
| private const float PANTS_HEALTH_HEIGHT_LOW = 5; |
| private const float PANTS_HEALTH_HEIGHT_HIGH = 16; |
| |
| private const float BLEEDINGHANDS_HEIGHT_LOW = 5; |
| private const float BLEEDINGFEET_HEIGHT_LOW = 3; |
| private const float BLEEDINGLEGS_HEIGHT_LOW = 10; |
|
|
| private const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05; |
| private const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1; |
| private const float RANDOM_THRESHOLD_LEGS_LOW = 0.05; |
| private const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1; |
| private const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0; |
| private const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2; |
| |
| private const float BLEEDING_CHANCE_HEIGHT_LOW = 3; |
| private const float BLEEDING_CHANCE_HEIGHT_HIGH = 15; |
| |
| private static const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125; |
| |
| private static const string BLEEDING_HANDS_SELECTIONS[2] = {"LeftForeArmRoll", "RightForeArmRoll"}; |
| private static const string BLEEDING_FEET_SELECTIONS[2] = {"LeftFoot", "RightFoot"}; |
| private static const string BLEEDING_LEGS_SELECTIONS[2] = {"LeftLeg", "RightLeg"}; |
| |
| private const int DAMAGE_TYPE_GLOBAL = 0; |
| private const int DAMAGE_TYPE_LEGS = 1; |
| private const int DAMAGE_TYPE_ATTACHMENTS = 2; |
| |
| DayZPlayer m_Player; |
| private ref FallDamageData m_FallDamageData; |
| |
| #ifdef DIAG_DEVELOPER |
| bool m_Debug = false; |
| private static ref map<string, float> m_AmmoTypeData; |
| #endif |
|
|
| void DayZPlayerImplementFallDamage(DayZPlayer pPlayer) |
| { |
| m_Player = pPlayer; |
| m_FallDamageData = new FallDamageData(); |
| |
| #ifdef DIAG_DEVELOPER |
| PreloadAmmoTypeData(); |
| #endif |
| } |
| |
| float GetHeight() |
| { |
| return m_FallDamageData.m_Height; |
| } |
|
|
| int GetLandType() |
| { |
| return m_FallDamageData.m_LandType; |
| } |
|
|
| void HandleFallDamage(FallDamageData pData) |
| { |
| m_FallDamageData = pData; |
| |
| m_FallDamageData.m_HealthCoef = Math.InverseLerp(HEALTH_HEIGHT_LOW, HEALTH_HEIGHT_HIGH, pData.m_Height); |
| m_FallDamageData.m_HealthCoef = Randomize(DAMAGE_TYPE_GLOBAL, m_FallDamageData.m_HealthCoef); |
| m_FallDamageData.m_HealthCoef = Math.Clamp(m_FallDamageData.m_HealthCoef, 0, 1); |
|
|
| m_FallDamageData.m_ShockCoef = Math.InverseLerp(SHOCK_HEIGHT_LOW, SHOCK_HEIGHT_HIGH, pData.m_Height); |
| m_FallDamageData.m_ShockCoef = Math.Clamp(m_FallDamageData.m_ShockCoef, 0, 1); |
|
|
| m_FallDamageData.m_BrokenLegsCoef = Math.InverseLerp(BROKENLEGS_HEIGHT_LOW, BROKENLEGS_HEIGHT_HIGH, pData.m_Height); |
| m_FallDamageData.m_BrokenLegsCoef = Randomize(DAMAGE_TYPE_LEGS, m_FallDamageData.m_BrokenLegsCoef); |
| m_FallDamageData.m_BrokenLegsCoef = Math.Clamp(m_FallDamageData.m_BrokenLegsCoef, 0, 1); |
|
|
| m_FallDamageData.m_BleedingHandsCoef = Math.InverseLerp(0, BLEEDINGHANDS_HEIGHT_LOW, pData.m_Height); |
| m_FallDamageData.m_BleedingHandsCoef = Math.Clamp(m_FallDamageData.m_BleedingHandsCoef, 0, 1); |
| |
| m_FallDamageData.m_BleedingFeetCoef = Math.InverseLerp(0, BLEEDINGFEET_HEIGHT_LOW, pData.m_Height); |
| m_FallDamageData.m_BleedingFeetCoef = Math.Clamp(m_FallDamageData.m_BleedingFeetCoef, 0, 1); |
|
|
| m_FallDamageData.m_BleedingLegsCoef = Math.InverseLerp(0, BLEEDINGLEGS_HEIGHT_LOW, pData.m_Height); |
| m_FallDamageData.m_BleedingLegsCoef = Math.Clamp(m_FallDamageData.m_BleedingLegsCoef, 0, 1); |
| |
| m_FallDamageData.m_GlovesHealthCoef = Math.InverseLerp(GLOVES_HEALTH_HEIGHT_LOW, GLOVES_HEALTH_HEIGHT_HIGH, pData.m_Height); |
| m_FallDamageData.m_GlovesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_GlovesHealthCoef); |
| m_FallDamageData.m_GlovesHealthCoef = Math.Clamp(m_FallDamageData.m_GlovesHealthCoef, 0, 1); |
| |
| m_FallDamageData.m_ShoesHealthCoef = Math.InverseLerp(SHOES_HEALTH_HEIGHT_LOW, SHOES_HEALTH_HEIGHT_HIGH, pData.m_Height); |
| m_FallDamageData.m_ShoesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_ShoesHealthCoef); |
| m_FallDamageData.m_ShoesHealthCoef = Math.Clamp(m_FallDamageData.m_ShoesHealthCoef, 0, 1); |
| |
| m_FallDamageData.m_PantsHealthCoef = Math.InverseLerp(PANTS_HEALTH_HEIGHT_LOW, PANTS_HEALTH_HEIGHT_HIGH, pData.m_Height); |
| m_FallDamageData.m_PantsHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_PantsHealthCoef); |
| m_FallDamageData.m_PantsHealthCoef = Math.Clamp(m_FallDamageData.m_PantsHealthCoef, 0, 1); |
| |
| m_FallDamageData.m_BleedingChanceCoef = Math.InverseLerp(BLEEDING_CHANCE_HEIGHT_LOW, BLEEDING_CHANCE_HEIGHT_HIGH, pData.m_Height); |
| m_FallDamageData.m_BleedingChanceCoef = Math.Clamp(m_FallDamageData.m_BleedingChanceCoef, 0, 0.7); |
| |
| m_FallDamageData.m_BleedingChanceLegsCoef = 0.15; |
| |
| if (GetGame().IsServer()) |
| { |
| PlayerBase playerBase = PlayerBase.Cast(m_Player); |
| if (playerBase) |
| { |
| AttachBleedingToZonesByHeight(playerBase); |
| DamageAttachedGear(playerBase); |
| playerBase.DamageAllLegs(BROKENLEGS_HEALTH_DAMAGE_MAX * m_FallDamageData.m_BrokenLegsCoef); |
| } |
| |
| vector posMS = m_Player.WorldToModel(m_Player.GetPosition()); |
|
|
| m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_HEALTH, posMS, m_FallDamageData.m_HealthCoef); |
| m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_SHOCK, posMS, m_FallDamageData.m_ShockCoef); |
|
|
| if (playerBase) |
| playerBase.ForceUpdateInjuredState(); |
| } |
| } |
| |
| private float Randomize(int pType, float pValue) |
| { |
| Math.Randomize(GetGame().GetTime()); |
| |
| int randomizedSign = -1; |
| if (Math.RandomIntInclusive(1, 2) % 2 == 1) |
| randomizedSign = 1; |
|
|
| float randomizationValue = 0; |
| switch (pType) |
| { |
| case DAMAGE_TYPE_GLOBAL: |
| randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_HEALTH_LOW, RANDOM_THRESHOLD_HEALTH_HIGH); |
| break; |
| case DAMAGE_TYPE_LEGS: |
| randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_LEGS_LOW, RANDOM_THRESHOLD_LEGS_HIGH); |
| break; |
| case DAMAGE_TYPE_ATTACHMENTS: |
| randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_ATTACHMENTS_LOW, RANDOM_THRESHOLD_ATTACHMENTS_HIGH); |
| break; |
| } |
| |
| return pValue + (randomizedSign * pValue * randomizationValue); |
| } |
| |
| private void AttachBleedingToZonesByHeight(notnull PlayerBase pPlayer) |
| { |
| Math.Randomize(GetGame().GetTime()); |
|
|
| int bleedingSelectionIndex; |
| BleedingSourcesManagerServer bleedingManager = pPlayer.GetBleedingManagerServer(); |
| if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingHandsCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Gloves") == null) |
| { |
| bleedingSelectionIndex = Math.RandomInt(0, 2); |
| bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_HANDS_SELECTIONS[bleedingSelectionIndex]); |
| } |
| |
| if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingFeetCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Feet") == null) |
| { |
| |
| bleedingSelectionIndex = Math.RandomInt(0, 2); |
| bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_FEET_SELECTIONS[bleedingSelectionIndex]); |
| } |
| if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceLegsCoef && m_FallDamageData.m_BleedingLegsCoef == 1.0) |
| { |
| |
| bleedingSelectionIndex = Math.RandomInt(0, 2); |
| bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_LEGS_SELECTIONS[bleedingSelectionIndex]); |
| } |
| } |
| |
| private void DamageAttachedGear(notnull PlayerBase pPlayer) |
| { |
| EntityAI gloves = pPlayer.FindAttachmentBySlotName("Gloves"); |
| if (gloves) |
| gloves.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, gloves.WorldToModel(gloves.GetPosition()), m_FallDamageData.m_GlovesHealthCoef); |
|
|
| EntityAI shoes = pPlayer.FindAttachmentBySlotName("Feet"); |
| if (shoes) |
| shoes.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, shoes.WorldToModel(shoes.GetPosition()), m_FallDamageData.m_ShoesHealthCoef); |
| |
| EntityAI pants = pPlayer.FindAttachmentBySlotName("Legs"); |
| if (pants) |
| pants.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, pants.WorldToModel(pants.GetPosition()), m_FallDamageData.m_PantsHealthCoef); |
| } |
|
|
| #ifdef DIAG_DEVELOPER |
| FallDamageDebugData GetFallDamageDebugData() |
| { |
| FallDamageDebugData data = new FallDamageDebugData(); |
| data.Synch(this); |
|
|
| return data; |
| } |
| |
| void ShowFallDamageDebugInfo(bool enabled) |
| { |
| FallDamageDebugData data = GetFallDamageDebugData(); |
| DisplayFallDamageDebugInfo(enabled, data); |
| } |
| |
| private static string LandTypeToString(int landType) |
| { |
| switch (landType) |
| { |
| case 1: |
| return "LIGHT"; |
| case 2: |
| return "MEDIUM"; |
| case 3: |
| return "HEAVY": |
| } |
| |
| return "NONE"; |
| } |
| |
| private void PreloadAmmoTypeData() |
| { |
| if (m_AmmoTypeData == null) |
| m_AmmoTypeData = new ref map<string, float>(); |
| |
| m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH)[0]); |
| m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_SHOCK, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_SHOCK)[2]); |
| m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS)[0]); |
| m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT)[0]); |
| } |
| |
| private vector GetValuesFromAmmoType(string pAmmoType) |
| { |
| vector values = vector.Zero; |
| values[0] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Health damage", pAmmoType)); |
| values[1] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Blood damage", pAmmoType)); |
| values[2] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Shock damage", pAmmoType)); |
| |
| return values; |
| } |
|
|
| static void DisplayFallDamageDebugInfo(bool enabled, FallDamageDebugData data) |
| { |
| int windowPosX = 10; |
| int windowPosY = 200; |
|
|
| DbgUI.Begin("Fall Damage (last)", windowPosX, windowPosY); |
| if (enabled) |
| { |
| DbgUI.Text(string.Format("Height:\t%1", Math.Clamp(data.m_Height, 0, float.MAX))); |
| DbgUI.Text(string.Format("Land Type:\t%1 (%2)", data.m_LandType, LandTypeToString(data.m_LandType))); |
| DbgUI.Text(""); |
| DbgUI.Text("Health"); |
| DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_HealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH] * data.m_HealthCoef)); |
| DbgUI.Text("Shock"); |
| DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_ShockCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_SHOCK] * data.m_ShockCoef)); |
| DbgUI.Text("Broken Legs:"); |
| DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_BrokenLegsCoef, BROKENLEGS_HEALTH_DAMAGE_MAX * data.m_BrokenLegsCoef)); |
| DbgUI.Text("Gloves damage:"); |
| DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_GlovesHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS] * data.m_GlovesHealthCoef)); |
| DbgUI.Text("Shoes damage:"); |
| DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_ShoesHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS] * data.m_ShoesHealthCoef)); |
| DbgUI.Text("Pants damage:"); |
| DbgUI.Text(string.Format(" coef:%1 dmg:%2" , data.m_PantsHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT] * data.m_PantsHealthCoef)); |
| DbgUI.Text("Bleeding coefs:"); |
| DbgUI.Text(string.Format(" hands:%1", data.m_BleedingHandsCoef)); |
| DbgUI.Text(string.Format(" feet:%1", data.m_BleedingFeetCoef)); |
| DbgUI.Text(string.Format(" legs:%1", data.m_BleedingLegsCoef)); |
| DbgUI.Text(string.Format(" H&F chance:%1", data.m_BleedingChanceCoef)); |
| |
| |
| } |
| DbgUI.End(); |
| } |
| |
| void FillDebugFallDamageData(FallDamageDebugData data) |
| { |
| data.m_Height = m_FallDamageData.m_Height; |
| data.m_LandType = m_FallDamageData.m_LandType; |
| data.m_HealthCoef = m_FallDamageData.m_HealthCoef; |
| data.m_ShockCoef = m_FallDamageData.m_ShockCoef; |
| data.m_BrokenLegsCoef = m_FallDamageData.m_BrokenLegsCoef; |
| data.m_GlovesHealthCoef = m_FallDamageData.m_GlovesHealthCoef; |
| data.m_ShoesHealthCoef = m_FallDamageData.m_ShoesHealthCoef; |
| data.m_PantsHealthCoef = m_FallDamageData.m_PantsHealthCoef; |
|
|
| data.m_BleedingHandsCoef = m_FallDamageData.m_BleedingHandsCoef; |
| data.m_BleedingFeetCoef = m_FallDamageData.m_BleedingFeetCoef; |
| data.m_BleedingLegsCoef = m_FallDamageData.m_BleedingLegsCoef; |
| data.m_BleedingChanceCoef = m_FallDamageData.m_BleedingChanceCoef; |
| } |
| #endif |
| |
| |
| |
| |
| const string FD_AMMO = "FallDamage"; |
| const float FD_DMG_FROM_HEIGHT = 2.5; |
| const float FD_MAX_DMG_AT_HEIGHT = 15; |
| const float FD_MAX_HEIGHT_LEG_BREAK = 8; |
|
|
| void HandleFallDamage(float pHeight); |
| float DamageCoef(float pHeight); |
| } |
|
|
| #ifdef DIAG_DEVELOPER |
| class FallDamageDebugData : Param |
| { |
| int m_LandType; |
| float m_Height; |
| float m_HealthCoef; |
| float m_ShockCoef; |
| float m_BrokenLegsCoef; |
| float m_GlovesHealthCoef; |
| float m_ShoesHealthCoef; |
| float m_PantsHealthCoef; |
| float m_BleedingHandsCoef; |
| float m_BleedingFeetCoef; |
| float m_BleedingLegsCoef; |
| float m_BleedingChanceCoef; |
| |
| void Synch(DayZPlayerImplementFallDamage fallDamage) |
| { |
| m_Height = fallDamage.GetHeight(); |
| m_LandType = fallDamage.GetLandType(); |
| |
| fallDamage.FillDebugFallDamageData(this); |
| } |
| |
| override bool Serialize(Serializer ctx) |
| { |
| return ctx.Write(m_Height) && ctx.Write(m_LandType) && ctx.Write(m_HealthCoef) && ctx.Write(m_ShockCoef) && ctx.Write(m_BrokenLegsCoef) && ctx.Write(m_GlovesHealthCoef) && ctx.Write(m_ShoesHealthCoef) && ctx.Write(m_PantsHealthCoef) && ctx.Write(m_BleedingHandsCoef) && ctx.Write(m_BleedingFeetCoef) && ctx.Write(m_BleedingLegsCoef); |
| } |
| |
| override bool Deserializer(Serializer ctx) |
| { |
| return ctx.Read(m_Height) && ctx.Read(m_LandType) && ctx.Read(m_HealthCoef) && ctx.Read(m_ShockCoef) && ctx.Write(m_BrokenLegsCoef) && ctx.Read(m_GlovesHealthCoef) && ctx.Read(m_ShoesHealthCoef) && ctx.Read(m_PantsHealthCoef) && ctx.Read(m_BleedingHandsCoef) && ctx.Read(m_BleedingFeetCoef) && ctx.Read(m_BleedingLegsCoef); |
| } |
| } |
| #endif |
|
|