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 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); playerBase.ForceUpdateInjuredState(); } m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_HEALTH, vector.Zero, m_FallDamageData.m_HealthCoef); m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_SHOCK, vector.Zero, m_FallDamageData.m_ShockCoef); } } 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(DamageType.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(DamageType.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(DamageType.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(); 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 //! //! DEPRECATED //! const string FD_AMMO = "FallDamage"; //!< ammo type used for damaging const float FD_DMG_FROM_HEIGHT = 2.5; //!< damage will not be taken into account bellow this HeightToDamage const float FD_MAX_DMG_AT_HEIGHT = 15; //!< height where player gets 100% damage const float FD_MAX_HEIGHT_LEG_BREAK = 8; //!< height where legs break most of the time 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