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- // The parameters for the explosion light when creating dynamic area
- class ShellLight : PointLightBase
- {
- protected float m_DefaultBrightness = 10;
- protected float m_DefaultRadius = 100;
-
- void ShellLight()
- {
- SetVisibleDuringDaylight(false);
- SetRadiusTo(m_DefaultRadius);
- SetBrightnessTo(m_DefaultBrightness);
- SetFlareVisible(false);
- SetAmbientColor(1.0, 1.0, 0.3);
- SetDiffuseColor(1.0, 1.0, 0.3);
- SetLifetime(0.15);
- SetDisableShadowsWithinRadius(-1);
- SetCastShadow( false );
- }
- }
- // The dynamic Contaminated area, using it's own default settings
- class ContaminatedArea_Dynamic : ContaminatedArea_DynamicBase
- {
- protected vector m_OffsetPos; // This will be the position at which we spawn all future airborne FX
- protected ref Timer m_StartupTimer;
- protected ref Timer m_FXTimer;
- protected FlareLight m_FlareLight;
- protected ShellLight m_ShellLight; // Light used upon ariborne shell detonation
-
- // Constants used for startup events
- const int AIRBORNE_EXPLOSION_DELAY = 20;
- const int AREA_SETUP_DELAY = 10;
- const float AIRBORNE_FX_OFFSET = 50;
- const float ARTILLERY_SHELL_SPEED = 100; // Units per second
-
- // Item Spawning upon area creation, the 4 arrays bellow have to have the same amount of elements
- const ref array<string> SPAWN_ITEM_TYPE = {"Grenade_ChemGas"};//item classnames
- const ref array<int> SPAWN_ITEM_COUNT = {Math.RandomIntInclusive(2,5)};//how many of each type
- const ref array<float> SPAWN_ITEM_RAD_MIN = {5};//min distance the item will be spawned from the area position(epicenter)
- const ref array<float> SPAWN_ITEM_RAD_MAX = {15};//max distance the item will be spawned from the area position(epicenter)
-
- override void EEOnCECreate()
- {
- // We get the PPE index for future usage and synchronization ( we must do it here for dynamic as it is not read through file )
- m_PPERequesterIdx = GetRequesterIndex(m_PPERequesterType);
-
- // If this is the first initialization, we delay it in order to play cool effects
- if (m_DecayState == eAreaDecayStage.INIT)
- {
- vector areaPos = GetPosition();
- m_OffsetPos = areaPos;
- m_OffsetPos[1] = m_OffsetPos[1] + AIRBORNE_FX_OFFSET;
- vector closestPoint = areaPos;
-
- // play artillery sound, sent to be played for everyone on server
- array<vector> artilleryPoints = GetGame().GetMission().GetWorldData().GetArtyFiringPos();
- int index = 0;
- foreach (int i, vector artilleryPoint : artilleryPoints)
- {
- int dist = 0;
- int temp = vector.DistanceSq(artilleryPoint, areaPos);
- if (temp < dist || dist == 0)
- {
- dist = temp;
- index = i;
- }
- }
-
- closestPoint = artilleryPoints.Get(index);
-
- // We calculate the delay depending on distance from firing position to simulate shell travel time
- float delay = vector.Distance(closestPoint, areaPos);
- delay = delay / ARTILLERY_SHELL_SPEED;
- delay += AIRBORNE_EXPLOSION_DELAY; // We add the base, minimum time ( no area can start before this delay )
-
- Param3<vector, vector, float> pos = new Param3<vector, vector, float>(closestPoint, areaPos, delay);
- array<ref Param> params = new array<ref Param>();
- // We send the message with this set of coords
- params.Insert(pos);
- GetGame().RPC(null, ERPCs.RPC_SOUND_ARTILLERY_SINGLE, params, true);
-
- m_FXTimer = new Timer(CALL_CATEGORY_GAMEPLAY);
- m_FXTimer.Run(delay, this, "PlayFX");
-
- delay += AREA_SETUP_DELAY; // We have an additional delay between shell detonation and finalization of area creation
- // setup zone
- m_StartupTimer = new Timer(CALL_CATEGORY_GAMEPLAY);
- m_StartupTimer.Run(delay, this, "InitZone");
- }
-
- SetSynchDirty();
- }
-
- override void OnVariablesSynchronized()
- {
- super.OnVariablesSynchronized();
- switch (m_DecayState)
- {
- case eAreaDecayStage.START:
- PlayExplosionLight();
- break;
- }
- }
- override void Tick()
- {
- if ( GetRemainingTime() < GetFinishDecayLifetime() )
- {
- // The second state of decay, further reduction of particle density and size
- SetDecayState( eAreaDecayStage.DECAY_END );
- }
- else if ( GetRemainingTime() < GetStartDecayLifetime() )
- {
- // The first state of decay, slight reduction in particle density and size
- SetDecayState( eAreaDecayStage.DECAY_START );
- }
-
- }
-
- override void SetupZoneData(EffectAreaParams params)
- {
- params.m_ParamName = string.Format("Dynamic area (%1)", m_Position.ToString());
- params.m_ParamPartId = ParticleList.CONTAMINATED_AREA_GAS_BIGASS;
- params.m_ParamAroundPartId = ParticleList.CONTAMINATED_AREA_GAS_AROUND;
- params.m_ParamTinyPartId = ParticleList.CONTAMINATED_AREA_GAS_TINY;
- params.m_ParamPosHeight = 7;
- params.m_ParamNegHeight = 10;
- params.m_ParamRadius = 120;
- params.m_ParamInnerRings = 1;
- params.m_ParamInnerSpace = 40;
- params.m_ParamOuterSpace = 30;
- params.m_ParamOuterOffset = 0;
- params.m_ParamTriggerType = "ContaminatedTrigger_Dynamic";
-
- super.SetupZoneData(params);
- }
-
- override void DeferredInit()
- {
- super.DeferredInit();
- // We make sure we have the particle array
- if (!m_ToxicClouds)
- m_ToxicClouds = new array<Particle>();
-
- m_Position = GetPosition();
- m_OffsetPos = m_Position;
- m_OffsetPos[1] = m_OffsetPos[1] + AIRBORNE_FX_OFFSET;
-
- SetupZoneData(new EffectAreaParams);
-
- // If a player arrives slightly later during the creation process we check if playing the flare FX is relevant
- if (m_DecayState == eAreaDecayStage.INIT)
- PlayFlareVFX();
-
- if ( m_DecayState == eAreaDecayStage.LIVE )
- InitZone(); // If it has already been created, we simply do the normal setup, no cool effects, force the LIVE state
-
- super.DeferredInit();
- }
-
- override void InitZoneServer()
- {
- SpawnItems();
- super.InitZoneServer();
- }
-
- void SpawnItems()
- {
- //Print("---------============ Spawning items at pos:"+m_Position);
- foreach (int j, string type : SPAWN_ITEM_TYPE)
- {
- //Print("----------------------------------");
- for (int i = 0; i < SPAWN_ITEM_COUNT[j]; ++i)
- {
- vector randomDir2d = vector.RandomDir2D();
- float randomDist = Math.RandomFloatInclusive(SPAWN_ITEM_RAD_MIN[j],SPAWN_ITEM_RAD_MAX[j]);
- vector spawnPos = m_Position + (randomDir2d * randomDist);
- InventoryLocation il = new InventoryLocation();
- vector mat[4];
- Math3D.MatrixIdentity4(mat);
- mat[3] = spawnPos;
- il.SetGround(NULL, mat);
- //Print("Spawning item:"+ type + " at position:" + il.GetPos());
- GetGame().CreateObjectEx(type, il.GetPos(), ECE_PLACE_ON_SURFACE);
- }
- }
- }
-
- override void CreateTrigger(vector pos, int radius)
- {
- super.CreateTrigger(pos, radius);
-
- // This handles the specific case of dynamic triggers as some additionnal parameters are present
- ContaminatedTrigger_Dynamic dynaTrigger = ContaminatedTrigger_Dynamic.Cast( m_Trigger );
- if ( dynaTrigger )
- {
- dynaTrigger.SetLocalEffects( m_AroundParticleID, m_TinyParticleID, m_PPERequesterIdx );
- dynaTrigger.SetAreaState( m_DecayState );
- }
- }
-
- void PlayFX()
- {
- if (GetGame().IsServer())
- {
- Param1<vector> pos = new Param1<vector>(vector.Zero); // The value to be sent through RPC
- array<ref Param> params = new array<ref Param>(); // The RPC params
-
- // We send the message with this set of coords
- pos.param1 = m_OffsetPos;
- params.Insert(pos);
- GetGame().RPC(null, ERPCs.RPC_SOUND_CONTAMINATION, params, true);
-
- // We go to the next stage
- SetDecayState(eAreaDecayStage.START);
- SetSynchDirty();
- }
- }
-
- void PlayExplosionLight()
- {
- m_ShellLight = ShellLight.Cast( ScriptedLightBase.CreateLight( ShellLight, m_OffsetPos ) );
- }
-
- void PlayFlareVFX()
- {
- if ( GetGame().IsClient() || ( GetGame().IsServer() && !GetGame().IsMultiplayer() ) )
- {
- // We spawn locally the dummy object which will be used to move and manage the particle
- DynamicArea_Flare dummy = DynamicArea_Flare.Cast( GetGame().CreateObjectEx( "DynamicArea_Flare", m_OffsetPos, ECE_SETUP | ECE_LOCAL ) );
-
- // We add some light to reinforce the effect
- m_FlareLight = FlareLightContamination.Cast(ScriptedLightBase.CreateLight( FlareLightContamination, m_OffsetPos ));
- }
- }
- }
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