animatedactionbase.c 13 KB

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  1. class ActionBaseCB : HumanCommandActionCallback
  2. {
  3. protected ActionData m_ActionData;
  4. protected SoundOnVehicle m_SoundObject;//object of sound playing on entity
  5. protected bool m_Canceled;//helps prevent doubled calling of actionbase End method
  6. protected bool m_Interrupted;//force callback to wait till action syncs its interruption
  7. void ActionBaseCB()
  8. {
  9. }
  10. int GetPossileStanceMask()
  11. {
  12. return m_ActionData.m_PossibleStanceMask;
  13. }
  14. override void OnAnimationEvent(int pEventID)
  15. {
  16. if ( m_ActionData )
  17. {
  18. m_ActionData.m_DelayedAnimationEventID = pEventID;
  19. }
  20. }
  21. //Command events
  22. override void OnFinish(bool pCanceled)
  23. {
  24. if ( LogManager.IsActionLogEnable() )
  25. {
  26. if ( m_ActionData)
  27. Debug.ActionLog("Time stamp: " + m_ActionData.m_Player.GetSimulationTimeStamp(), m_ActionData.m_Action.ToString() , "n/a", "OnFinish", m_ActionData.m_Player.ToString() );
  28. else
  29. Debug.ActionLog("n/a", this.ToString() , "n/a", "OnFinish", "n/a" );
  30. }
  31. if ( m_SoundObject )
  32. {
  33. GetGame().ObjectDelete(m_SoundObject);
  34. }
  35. if ( m_ActionData && m_ActionData.m_Player )
  36. {
  37. if ( pCanceled )
  38. {
  39. m_ActionData.m_State = m_ActionData.m_ActionComponent.Interrupt(m_ActionData);
  40. }
  41. AnimatedActionBase action = AnimatedActionBase.Cast(m_ActionData.m_Action);
  42. if(action)
  43. action.End(m_ActionData);
  44. }
  45. }
  46. void SetCommand( int command_uid )
  47. {
  48. InternalCommand(command_uid);
  49. }
  50. //---------------------------------------------------------------
  51. //Action Component handlers
  52. void CreateActionComponent()
  53. {
  54. m_ActionData.m_ActionComponent = new CADummy;
  55. }
  56. void InitActionComponent()
  57. {
  58. }
  59. void ProgressActionComponent()
  60. {
  61. if ( m_ActionData.m_ActionComponent )
  62. {
  63. m_ActionData.m_State = m_ActionData.m_ActionComponent.Execute(m_ActionData);
  64. }
  65. }
  66. void EndActionComponent()
  67. {
  68. }
  69. //// THIS Interrupt is use for initialize interrupt - WARNING Interrupt with parametr is used for handling interrupt
  70. void Interrupt()
  71. {
  72. if ( GetGame().IsServer() )
  73. {
  74. if ( LogManager.IsActionLogEnable() )
  75. {
  76. Debug.ActionLog("n/a", this.ToString() , "n/a", "Interrupt", m_ActionData.m_Player.ToString() );
  77. }
  78. if ( GetGame().IsMultiplayer() )
  79. {
  80. DayZPlayerSyncJunctures.SendActionInterrupt(m_ActionData.m_Player);
  81. }
  82. }
  83. else
  84. {
  85. if (ScriptInputUserData.CanStoreInputUserData())
  86. {
  87. ScriptInputUserData ctx = new ScriptInputUserData;
  88. ctx.Write(INPUT_UDT_STANDARD_ACTION_END_REQUEST);
  89. ctx.Write(DayZPlayerConstants.CMD_ACTIONINT_INTERRUPT);
  90. ctx.Send();
  91. }
  92. }
  93. m_Interrupted = true;
  94. }
  95. void SetActionData(ActionData action_data )
  96. {
  97. m_ActionData = action_data;
  98. }
  99. override bool IsUserActionCallback()
  100. {
  101. return true;
  102. }
  103. float GetActionComponentProgress()
  104. {
  105. if ( m_ActionData.m_ActionComponent )
  106. {
  107. return m_ActionData.m_ActionComponent.GetProgress();
  108. }
  109. return 0;
  110. }
  111. int GetActionState()
  112. {
  113. return m_ActionData.m_State;
  114. }
  115. ActionTarget GetTarget()
  116. {
  117. return m_ActionData.m_Target;
  118. }
  119. };
  120. class AnimatedActionBase : ActionBase
  121. {
  122. protected int m_CommandUID; //tells which command should be used for callback
  123. protected int m_CommandUIDProne;
  124. protected typename m_CallbackClass; //tells which callback should be instantiated
  125. //-----------------------------------------------------
  126. // Action events and methods
  127. //-----------------------------------------------------
  128. void AnimatedActionBase()
  129. {
  130. // definable
  131. m_CallbackClass = ActionBaseCB;
  132. }
  133. protected void OnAlternativeEndServer( PlayerBase player ) //method called when action has not met conditions in action component
  134. {
  135. }
  136. protected void OnAlternativeEndClient( PlayerBase player ) //method called when action has not met conditions in action component
  137. {
  138. }
  139. protected void OnInterruptServer( PlayerBase player ) //method called when action has not met conditions in action component
  140. {
  141. }
  142. protected void OnInterruptClient( PlayerBase player ) //method called when action has not met conditions in action component
  143. {
  144. }
  145. protected void OnExecute( ActionData action_data )
  146. {
  147. }
  148. protected void OnExecuteServer( ActionData action_data )
  149. {
  150. }
  151. protected void OnExecuteClient( ActionData action_data )
  152. {
  153. }
  154. //TODO MW - add comment
  155. void OnAnimationEvent( ActionData action_data )
  156. {
  157. if (action_data.m_DelayedAnimationEventID == UA_ANIM_EVENT)
  158. {
  159. if (action_data && !action_data.m_WasExecuted)
  160. {
  161. ActionBase action = action_data.m_Action;
  162. if (action && ( !action.UseMainItem() || action_data.m_MainItem ) && ( !action.HasTarget() || action_data.m_Target ))
  163. {
  164. OnExecute(action_data);
  165. if (GetGame().IsServer())
  166. OnExecuteServer(action_data);
  167. else
  168. OnExecuteClient(action_data);
  169. action_data.m_WasExecuted = true;
  170. action_data.m_WasActionStarted = true;
  171. }
  172. }
  173. }
  174. }
  175. void CheckAnimationEvent(ActionData action_data)
  176. {
  177. if (action_data.m_DelayedAnimationEventID != UA_NONE)
  178. {
  179. #ifdef ENABLE_LOGGING
  180. if ( LogManager.IsActionLogEnable() )
  181. {
  182. if (action_data)
  183. Debug.ActionLog("STS: " + action_data.m_Player.GetSimulationTimeStamp() + " Event: " + action_data.m_DelayedAnimationEventID, action_data.m_Action.ToString() , "n/a", "OnAnimationEvent", action_data.m_Player.ToString() );
  184. }
  185. #endif
  186. OnAnimationEvent(action_data);
  187. action_data.m_DelayedAnimationEventID = UA_NONE;
  188. }
  189. }
  190. override void OnUpdate(ActionData action_data)
  191. {
  192. super.OnUpdate(action_data);
  193. CheckAnimationEvent(action_data);
  194. }
  195. override bool ActionConditionContinue( ActionData action_data ) //condition for action
  196. {
  197. return ActionCondition(action_data.m_Player,action_data.m_Target,action_data.m_MainItem);
  198. }
  199. override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item ) //condition for action
  200. {
  201. return true;
  202. }
  203. override protected int GetStanceMaskEx(PlayerBase player, ActionTarget target, ItemBase item)
  204. {
  205. int stanceOverride = GetStanceMaskOverride(item);
  206. if (stanceOverride != -1)
  207. return stanceOverride;
  208. return GetStanceMask(player));
  209. }
  210. protected int GetActionCommandEx(ActionData actionData)
  211. {
  212. int commandOverride = GetCommandOverride(actionData);
  213. if (commandOverride != -1)
  214. return commandOverride;
  215. return GetActionCommand(actionData.m_Player);
  216. }
  217. protected int GetActionCommand(PlayerBase player)
  218. {
  219. if ( HasProneException() )
  220. {
  221. if ( player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT))
  222. return m_CommandUID;
  223. else
  224. return m_CommandUIDProne;
  225. }
  226. return m_CommandUID;
  227. }
  228. protected int GetCommandOverride(ActionData actionData)
  229. {
  230. if (!actionData.m_MainItem)
  231. return -1;
  232. TActionAnimOverrideMap overrideMap = ItemBase.m_ItemActionOverrides.Get(this.Type());
  233. if (!overrideMap)
  234. return -1;
  235. ActionOverrideData overrideData = overrideMap.Get(actionData.m_MainItem.Type());
  236. if (overrideData)
  237. {
  238. if ( HasProneException() && actionData.m_Player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE) )
  239. return overrideData.m_CommandUIDProne;
  240. else
  241. return overrideData.m_CommandUID;
  242. }
  243. return -1;
  244. }
  245. protected int GetStanceMaskOverride(ItemBase item)
  246. {
  247. if (item)
  248. {
  249. TActionAnimOverrideMap overrideMap = ItemBase.m_ItemActionOverrides.Get(this.Type());
  250. if (overrideMap)
  251. {
  252. ActionOverrideData overrideData = overrideMap.Get(item.Type());
  253. if (overrideData && overrideData.m_StanceMask != -1)
  254. return overrideData.m_StanceMask;
  255. }
  256. }
  257. return -1;
  258. }
  259. protected typename GetCallbackClassTypename()
  260. {
  261. return m_CallbackClass;
  262. }
  263. // if it is set to true if action have special fullbody animation for prone and additive for crouch and erect
  264. override bool HasProneException()
  265. {
  266. return false;
  267. }
  268. //TODO MW - add comment
  269. protected void CreateAndSetupActionCallback( ActionData action_data )
  270. {
  271. //Print("ActionBase.c | CreateAndSetupActionCallback | DBG ACTION CALLBACK CREATION CALLED");
  272. ActionBaseCB callback;
  273. if ( IsFullBodyEx(action_data.m_Player, action_data.m_Target, action_data.m_MainItem) )
  274. {
  275. Class.CastTo(callback, action_data.m_Player.StartCommand_Action(GetActionCommandEx(action_data),GetCallbackClassTypename(),GetStanceMaskEx(action_data.m_Player, action_data.m_Target, action_data.m_MainItem)));
  276. //Print("ActionBase.c | CreateAndSetupActionCallback | DBG command starter");
  277. }
  278. else
  279. {
  280. Class.CastTo(callback, action_data.m_Player.AddCommandModifier_Action(GetActionCommandEx(action_data),GetCallbackClassTypename()));
  281. //Print("ActionBase.c | CreateAndSetupActionCallback | DBG command modif starter: "+callback.ToString()+" id:"+GetActionCommand().ToString());
  282. }
  283. callback.SetActionData(action_data);
  284. callback.InitActionComponent(); //jtomasik - tohle mozna patri do constructoru callbacku?
  285. action_data.m_Callback = callback;
  286. }
  287. // ACTION LOGIC -------------------------------------------------------------------
  288. // called from actionmanager.c
  289. override void Start( ActionData action_data ) //Setup on start of action
  290. {
  291. super.Start( action_data );
  292. //Debug.Log("[Action DEBUG] Start time stamp: " + action_data.m_Player.GetSimulationTimeStamp());
  293. if( !IsInstant() )
  294. {
  295. CreateAndSetupActionCallback(action_data);
  296. }
  297. /*Debug
  298. SendMessageToClient( player, "ActionBase.c : Start");
  299. Print("ActionBase.c : Start");
  300. */
  301. }
  302. // THIS Interrupt is use for ACTUAL handling of intrrupt on action side - WARNING Interrupt without parametr is used for initialize interrupt
  303. override void Interrupt( ActionData action_data )
  304. {
  305. if ( action_data.m_Callback )
  306. {
  307. action_data.m_Callback.Cancel();
  308. }
  309. else
  310. {
  311. End( action_data );
  312. }
  313. }
  314. void OnJumpStart()
  315. {
  316. }
  317. // called from ActionBaseCB.c
  318. void Do( ActionData action_data, int state )
  319. {
  320. if ( state == UA_ERROR || !action_data.m_Callback || !action_data.m_Player || !action_data.m_ActionComponent ) //jtomasik - tohle mozna muze byt v CancelCondtion metodu callbacku?
  321. {
  322. #ifdef ENABLE_LOGGING
  323. if ( LogManager.IsActionLogEnable() )
  324. {
  325. Debug.ActionLog("ABRUPT CANCEL, CONDITIONS NOT MET", this.ToString() , "n/a", "Do", action_data.m_Player.ToString() );
  326. }
  327. #endif
  328. if ( action_data.m_Callback && action_data.m_Player )
  329. {
  330. action_data.m_Callback.Interrupt();
  331. }
  332. else
  333. {
  334. Debug.ActionLog("PLAYER LOST", this.ToString() , "n/a", "Do", action_data.m_Player.ToString() );
  335. }
  336. }
  337. else
  338. {
  339. switch ( state )
  340. {
  341. case UA_PROCESSING:
  342. if ( CanContinue(action_data) )
  343. {
  344. action_data.m_Callback.ProgressActionComponent();
  345. InformPlayers(action_data.m_Player, action_data.m_Target, UA_PROCESSING);
  346. }
  347. else
  348. {
  349. action_data.m_Callback.Interrupt();
  350. InformPlayers(action_data.m_Player, action_data.m_Target, UA_CANCEL);
  351. Do(action_data, UA_CANCEL);
  352. }
  353. break;
  354. case UA_FINISHED:
  355. InformPlayers(action_data.m_Player,action_data.m_Target,UA_FINISHED);
  356. action_data.m_Callback.EndActionComponent();
  357. break;
  358. case UA_CANCEL:
  359. InformPlayers(action_data.m_Player,action_data.m_Target,UA_CANCEL);
  360. action_data.m_Callback.EndActionComponent();
  361. break;
  362. case UA_INITIALIZE:
  363. if ( !CanContinue(action_data) )
  364. {
  365. action_data.m_Callback.Interrupt();
  366. InformPlayers(action_data.m_Player, action_data.m_Target, UA_CANCEL);
  367. Do(action_data, UA_CANCEL);
  368. }
  369. default:
  370. Debug.ActionLog("Action component returned wrong value", this.ToString() , "n/a", "Do", action_data.m_Player.ToString() );
  371. action_data.m_Callback.Interrupt();
  372. break;
  373. }
  374. }
  375. }
  376. // called from ActionBaseCB.c
  377. override void End( ActionData action_data )
  378. {
  379. if ( action_data.m_Player )
  380. {
  381. if ( GetGame().IsServer() )
  382. {
  383. OnEndServer(action_data);
  384. action_data.m_Player.SetSoundCategoryHash(0);
  385. }
  386. else
  387. {
  388. OnEndClient(action_data);
  389. }
  390. OnEnd(action_data);
  391. // Xbox Achievemnts
  392. if ( action_data.m_WasActionStarted )
  393. {
  394. if ( IsEat() )
  395. {
  396. GetGame().GetAnalyticsClient().OnActionEat();
  397. }
  398. else if ( IsDrink() )
  399. {
  400. GetGame().GetAnalyticsClient().OnActionDrink();
  401. }
  402. action_data.m_WasActionStarted = false;
  403. }
  404. action_data.m_Player.GetActionManager().OnActionEnd();
  405. }
  406. else
  407. {
  408. if ( LogManager.IsActionLogEnable() )
  409. {
  410. Debug.ActionLog("Ation could not be finished right at the end", this.ToString() , "n/a", "End", action_data.m_Player.ToString() );
  411. }
  412. action_data.m_Callback.Interrupt();
  413. }
  414. }
  415. override void OnStartServer(ActionData action_data)
  416. {
  417. super.OnStartServer(action_data);
  418. if (!IsInstant())
  419. action_data.m_Player.SetPerformedActionID(GetID());
  420. }
  421. override void OnEndServer(ActionData action_data)
  422. {
  423. action_data.m_Player.SetPerformedActionID(-1);
  424. super.OnEndServer(action_data);
  425. }
  426. override float GetProgress( ActionData action_data )
  427. {
  428. if ( action_data.m_ActionComponent )
  429. {
  430. return action_data.m_ActionComponent.GetProgress();
  431. }
  432. return 0;
  433. }
  434. };