bleedchancedata.c 3.8 KB

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  1. typedef map<int,float> BleedChanceMaxMap; //<bloodDamageReceived,chanceMax>
  2. //! Static data of bleeding chance probabilities; currently used for melee only
  3. class BleedChanceData : Managed
  4. {
  5. private static const float BLOOD_HITPOINTS_UNIVERSAL = 100.0;
  6. private static ref map<string, ref BleedChanceMaxMap> m_DamageTypeMap;
  7. static void InitBleedChanceData()
  8. {
  9. m_DamageTypeMap = new map<string,ref BleedChanceMaxMap>();
  10. InitMeleeChanceMap();
  11. InitInfectedChanceMap();
  12. }
  13. static void InitMeleeChanceMap()
  14. {
  15. if (m_DamageTypeMap.Contains("Melee"))
  16. ErrorEx("'Melee' damage type bleed chances already initialized!");
  17. BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap();
  18. //keys have to be integers, recalculated later
  19. bleedChanceMaxMap.Set(0,0.0);
  20. bleedChanceMaxMap.Set(10,5.0);
  21. bleedChanceMaxMap.Set(20,15.0);
  22. bleedChanceMaxMap.Set(30,23.4);
  23. bleedChanceMaxMap.Set(40,31.2);
  24. bleedChanceMaxMap.Set(50,39.0);
  25. bleedChanceMaxMap.Set(60,46.8);
  26. bleedChanceMaxMap.Set(70,54.6);
  27. bleedChanceMaxMap.Set(80,62.4);
  28. bleedChanceMaxMap.Set(90,70.2);
  29. bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0);
  30. m_DamageTypeMap.Set("Melee",bleedChanceMaxMap);
  31. }
  32. static void InitInfectedChanceMap()
  33. {
  34. if (m_DamageTypeMap.Contains("Infected"))
  35. ErrorEx("'Infected' damage type bleed chances already initialized!");
  36. BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap();
  37. //keys have to be integers, recalculated later
  38. bleedChanceMaxMap.Set(0,0.0);
  39. bleedChanceMaxMap.Set(10,5.0);
  40. bleedChanceMaxMap.Set(20,15.0);
  41. bleedChanceMaxMap.Set(30,27.5);
  42. bleedChanceMaxMap.Set(40,40.0);
  43. bleedChanceMaxMap.Set(50,55.0);
  44. bleedChanceMaxMap.Set(60,60.0);
  45. bleedChanceMaxMap.Set(70,70.0);
  46. bleedChanceMaxMap.Set(80,75.0);
  47. bleedChanceMaxMap.Set(90,85.0);
  48. bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0);
  49. m_DamageTypeMap.Set("Infected",bleedChanceMaxMap);
  50. }
  51. static void Cleanup()
  52. {
  53. delete m_DamageTypeMap;
  54. }
  55. //! returns 'false' when damageType is unhandled
  56. static bool CalculateBleedChance(string damageType, float bloodDamage, float bleedThreshold, out float bleedChance)
  57. {
  58. map<int,float> bleedChanceMap = m_DamageTypeMap.Get(damageType);
  59. if (!bleedChanceMap)
  60. return false;
  61. float armor = bloodDamage / BLOOD_HITPOINTS_UNIVERSAL;
  62. float valueHigher = Math.Max(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL;
  63. float valueLower = Math.Min(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL;
  64. #ifdef ENABLE_LOGGING
  65. if (LogManager.IsBleedingChancesLogEnable())
  66. {
  67. Debug.BleedingChancesLog(armor.ToString(), "BleedChanceData" , "n/a", "armor:");
  68. Debug.BleedingChancesLog(bleedThreshold.ToString(), "BleedChanceData" , "n/a", "bleedThreshold:");
  69. }
  70. #endif
  71. //unexpected values, unhandled
  72. if (valueLower > BLOOD_HITPOINTS_UNIVERSAL)
  73. {
  74. bleedChance = 1.0;
  75. #ifdef ENABLE_LOGGING
  76. if (LogManager.IsBleedingChancesLogEnable())
  77. {
  78. Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "Unhandleed values, default bleeding chance used:");
  79. }
  80. #endif
  81. return true;
  82. }
  83. if (bleedChanceMap.Contains(valueLower))
  84. {
  85. bleedChance = bleedChanceMap.Get(valueLower) * valueHigher / 10000;
  86. }
  87. else
  88. {
  89. float chanceMaxActual;
  90. float floor = Math.Floor(valueLower / 10) * 10;
  91. float ceil = Math.Ceil(valueLower / 10) * 10;
  92. float pos = Math.InverseLerp(floor,ceil,valueLower);
  93. float chanceMin = bleedChanceMap.Get(floor);
  94. float chanceMax = bleedChanceMap.Get(ceil);
  95. chanceMaxActual = Math.Lerp(chanceMin,chanceMax,pos);
  96. bleedChance = valueHigher * chanceMaxActual / 10000;
  97. }
  98. #ifdef ENABLE_LOGGING
  99. if (LogManager.IsBleedingChancesLogEnable())
  100. {
  101. Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "bleeding chance:");
  102. }
  103. #endif
  104. return true;
  105. }
  106. }