contaminatedtrigger.c 4.8 KB

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  1. // In this file you will find both Static and Dynamic contaminated area triggers
  2. class ContaminatedTrigger extends EffectTrigger
  3. {
  4. const float DAMAGE_TICK_RATE = 10;//deal damage every n-th second
  5. // ----------------------------------------------
  6. // TRIGGER EVENTS
  7. // ----------------------------------------------
  8. override void OnEnterServerEvent( TriggerInsider insider )
  9. {
  10. super.OnEnterServerEvent( insider );
  11. //Print("Entered A " + GetType());
  12. if ( insider )
  13. {
  14. DayZCreatureAI creature = DayZCreatureAI.Cast( insider.GetObject() );
  15. if (creature)
  16. creature.IncreaseEffectTriggerCount();
  17. }
  18. }
  19. override void OnLeaveServerEvent( TriggerInsider insider )
  20. {
  21. super.OnLeaveServerEvent( insider );
  22. //Print("Left A " + GetType());
  23. if ( insider )
  24. {
  25. DayZCreatureAI creature = DayZCreatureAI.Cast( insider.GetObject() );
  26. if (creature)
  27. creature.DecreaseEffectTriggerCount();
  28. }
  29. }
  30. override void OnEnterClientEvent( TriggerInsider insider )
  31. {
  32. super.OnEnterClientEvent( insider );
  33. }
  34. override void OnLeaveClientEvent( TriggerInsider insider )
  35. {
  36. super.OnLeaveClientEvent( insider );
  37. }
  38. override void OnStayStartServerEvent(int nrOfInsiders)
  39. {
  40. m_TimeAccuStay += m_DeltaTime;
  41. if (m_TimeAccuStay > DAMAGE_TICK_RATE)
  42. {
  43. m_DealDamageFlag = true;
  44. //this is where we would normally reset the m_TimeAccuStay, but we need the value as deltaT when dealing damage to the insiders, so we reset it only after the insider update in OnStayFinishServerEvent
  45. }
  46. }
  47. override void OnStayFinishServerEvent()
  48. {
  49. if(m_DealDamageFlag)//the flag was previously set to true, the insiders have been updated at this point, reset the flag and the timer as well
  50. {
  51. m_TimeAccuStay = 0;
  52. m_DealDamageFlag = false;
  53. }
  54. }
  55. override void OnStayServerEvent(TriggerInsider insider, float deltaTime)
  56. {
  57. if ( m_DealDamageFlag )
  58. {
  59. DayZCreatureAI creature = DayZCreatureAI.Cast( insider.GetObject());
  60. if(creature && creature.m_EffectTriggerCount != 0)
  61. creature.DecreaseHealth("", "", GameConstants.AI_CONTAMINATION_DMG_PER_SEC * m_TimeAccuStay / creature.m_EffectTriggerCount);// we devide by m_EffectTriggerCount for multiple trigger presence(overlapping triggers)
  62. }
  63. }
  64. override string GetAmbientSoundsetName()
  65. {
  66. return "ContaminatedArea_SoundSet";
  67. }
  68. }
  69. class ContaminatedTrigger_Dynamic : ContaminatedTrigger
  70. {
  71. protected int m_AreaState; // Used to get the state from linked area and update effects
  72. void ContaminatedTrigger_Dynamic()
  73. {
  74. RegisterNetSyncVariableInt("m_AreaState");
  75. // Register in the trigger effect manager
  76. m_Manager = TriggerEffectManager.GetInstance();
  77. m_Manager.RegisterTriggerType( this );
  78. }
  79. void SetAreaState( int state )
  80. {
  81. m_AreaState = state;
  82. SetSynchDirty();
  83. }
  84. override protected void OnStayClientEvent(TriggerInsider insider, float deltaTime)
  85. {
  86. //no super, overriding parent behaviour
  87. if ( insider.GetObject().IsMan() )
  88. {
  89. PlayerBase playerInsider = PlayerBase.Cast( insider.GetObject() );
  90. // We will only handle the controlled player, as effects are only relevant to this player instance
  91. if ( playerInsider.IsControlledPlayer() )
  92. {
  93. // We check if we are not in the standard LIVE state
  94. bool nonDefaultState = m_AreaState > eAreaDecayStage.LIVE;
  95. if ( nonDefaultState )
  96. {
  97. // if not we check the specific state and update local effect values
  98. int localPartBirthRate;
  99. if ( m_AreaState == eAreaDecayStage.DECAY_START )
  100. localPartBirthRate = 20;
  101. else
  102. localPartBirthRate = 10;
  103. playerInsider.RequestTriggerEffect(this, m_PPERequester, m_AroundPartId, m_TinyPartId, GetAmbientSoundsetName(), nonDefaultState, localPartBirthRate );
  104. }
  105. else
  106. playerInsider.RequestTriggerEffect(this, m_PPERequester, m_AroundPartId, m_TinyPartId, GetAmbientSoundsetName() );
  107. }
  108. }
  109. }
  110. override void OnVariablesSynchronized()
  111. {
  112. super.OnVariablesSynchronized();
  113. // Is the controlled player inside when trigger is synchronized
  114. for ( int i = 0; i < GetInsiders().Count(); i++ )
  115. {
  116. PlayerBase playerInsider = PlayerBase.Cast( m_insiders.Get( i ).GetObject() );
  117. if ( playerInsider )
  118. {
  119. if ( playerInsider.IsControlledPlayer() )
  120. {
  121. // Update Local particle effects
  122. bool nonDefaultState = m_AreaState > eAreaDecayStage.LIVE;
  123. if ( nonDefaultState )
  124. {
  125. int localPartBirthRate;
  126. if ( m_AreaState == eAreaDecayStage.DECAY_START )
  127. localPartBirthRate = 20;
  128. else
  129. localPartBirthRate = 10;
  130. //Update the local effects
  131. playerInsider.RequestTriggerEffect(this, m_PPERequester, m_AroundPartId, m_TinyPartId, GetAmbientSoundsetName(), nonDefaultState, localPartBirthRate, true );
  132. }
  133. return;
  134. }
  135. }
  136. }
  137. }
  138. }
  139. class ContaminatedTrigger_Local : ContaminatedTrigger
  140. {
  141. override string GetAmbientSoundsetName()
  142. {
  143. return "";
  144. }
  145. }