debugmonitorvalues.c 5.2 KB

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  1. class DebugMonitorValues
  2. {
  3. const int TYPE_HEALTH = 1;
  4. const int TYPE_BLOOD = 2;
  5. const int TYPE_BODY_TEMP = 3;
  6. const int TYPE_POSITION = 4;
  7. const int TYPE_LAST_DAMAGE = 5;
  8. const int LAST_DAMAGE_FALL = 1;
  9. const int LAST_DAMAGE_HIT = 2;
  10. const float VALUE_CHECK_INTERVAL = 1;
  11. const float SENSITIVTY_PERCENTAGE = 1;//how much the value needs to change up/down from previous update to trigger a new update(in percent)
  12. PlayerBase m_Player;
  13. float m_TimeSinceLastTick = VALUE_CHECK_INTERVAL + 1;
  14. string m_CurrentLastDamage;
  15. float m_LastHealthUpdate;
  16. float m_LastBloodUpdate;
  17. string m_lastDamageUpdate;
  18. float m_HealthMaxValue;
  19. float m_BloodMaxValue;
  20. float m_BloodClient;
  21. float m_HealthClient;
  22. string m_LastDamageClient;
  23. void DebugMonitorValues(PlayerBase player)
  24. {
  25. m_Player = player;
  26. Init();
  27. }
  28. void Init()
  29. {
  30. m_HealthMaxValue = m_Player.GetMaxHealth("", "Health");
  31. m_BloodMaxValue = m_Player.GetMaxHealth("", "Blood");
  32. }
  33. void OnScheduledTick(float deltatime)
  34. {
  35. if ( GetGame().IsClient() ) return;
  36. if ( !GetGame().IsDebugMonitor() ) return; // turned off in server config
  37. m_TimeSinceLastTick += deltatime;
  38. if ( m_TimeSinceLastTick > VALUE_CHECK_INTERVAL )
  39. {
  40. m_TimeSinceLastTick = 0;
  41. CheckValues();
  42. }
  43. }
  44. void CheckValues()
  45. {
  46. CheckHealth();
  47. CheckBlood();
  48. CheckLastDamage();
  49. }
  50. float GetBlood()
  51. {
  52. return m_BloodClient;
  53. }
  54. float GetHealth()
  55. {
  56. return m_HealthClient;
  57. }
  58. string GetLastDamage()
  59. {
  60. return m_LastDamageClient;
  61. }
  62. void SetLastDamage(string value)
  63. {
  64. m_CurrentLastDamage = value;
  65. }
  66. void CheckHealth()
  67. {
  68. float health_current = m_Player.GetHealth("","Health");
  69. float health_normalized = health_current / m_HealthMaxValue;
  70. float difference_normalized = health_normalized - m_LastHealthUpdate;
  71. float diff_abs = Math.AbsFloat(difference_normalized);
  72. if ( diff_abs > ( SENSITIVTY_PERCENTAGE /100 ) )
  73. {
  74. Param1<float> param = new Param1<float>( health_current );
  75. SendValue(TYPE_HEALTH, param);
  76. m_LastHealthUpdate = health_normalized;
  77. }
  78. }
  79. void CheckBlood()
  80. {
  81. float blood_current = m_Player.GetHealth("","Blood");
  82. float blood_normalized = blood_current / m_BloodMaxValue;
  83. float difference_normalized = blood_normalized - m_LastBloodUpdate;
  84. float diff_abs = Math.AbsFloat(difference_normalized);
  85. if ( diff_abs > ( SENSITIVTY_PERCENTAGE /100 ) )
  86. {
  87. Param1<float> param = new Param1<float>( blood_current );
  88. SendValue(TYPE_BLOOD, param);
  89. m_LastBloodUpdate = blood_normalized;
  90. }
  91. }
  92. void CheckLastDamage()
  93. {
  94. if (m_CurrentLastDamage != m_lastDamageUpdate)
  95. {
  96. Param1<string> param = new Param1<string>(m_CurrentLastDamage);
  97. SendValue(TYPE_LAST_DAMAGE, param);
  98. m_lastDamageUpdate = m_CurrentLastDamage;
  99. }
  100. }
  101. void SendValue(int value_type, Param param)
  102. {
  103. switch(value_type)
  104. {
  105. case DebugMonitorValues.TYPE_HEALTH:
  106. case DebugMonitorValues.TYPE_BLOOD:
  107. {
  108. Param1<float> value_float = Param1<float>.Cast( param );
  109. CachedObjectsParams.PARAM2_INT_FLOAT.param1 = value_type;
  110. CachedObjectsParams.PARAM2_INT_FLOAT.param2 = value_float.param1;
  111. //Print("SendingValue type " + value_type.ToString() + " value " + value_float.ToString());
  112. GetGame().RPCSingleParam(m_Player, ERPCs.RPC_DEBUG_MONITOR_FLT, CachedObjectsParams.PARAM2_INT_FLOAT, true, m_Player.GetIdentity());
  113. }
  114. break;
  115. case DebugMonitorValues.TYPE_LAST_DAMAGE:
  116. {
  117. Param1<string> value_string = Param1<string>.Cast( param );
  118. CachedObjectsParams.PARAM2_INT_STRING.param1 = value_type;
  119. CachedObjectsParams.PARAM2_INT_STRING.param2 = value_string.param1;
  120. //Print("SendingValue type " + value_type.ToString() + " value " + value_string);
  121. GetGame().RPCSingleParam(m_Player, ERPCs.RPC_DEBUG_MONITOR_STR, CachedObjectsParams.PARAM2_INT_STRING, true, m_Player.GetIdentity());
  122. }
  123. break;
  124. }
  125. }
  126. void ReceiveValue(int value_type, Param param)
  127. {
  128. GetGame().GetMission().CreateDebugMonitor();
  129. switch (value_type)
  130. {
  131. case DebugMonitorValues.TYPE_HEALTH:
  132. {
  133. Param1<float> valueHealth = Param1<float>.Cast( param );
  134. //Print("ReceivedValue health " + valueHealth.param1.ToString());
  135. m_HealthClient = valueHealth.param1;
  136. }
  137. break;
  138. case DebugMonitorValues.TYPE_BLOOD:
  139. {
  140. Param1<float> valueBlood = Param1<float>.Cast( param );
  141. //Print("ReceivedValue blood " + valueBlood.param1.ToString());
  142. m_BloodClient = valueBlood.param1;
  143. }
  144. break;
  145. case DebugMonitorValues.TYPE_LAST_DAMAGE:
  146. {
  147. Param1<string> valueLastDamage = Param1<string>.Cast( param );
  148. //Print("ReceivedValue lastdamage " + valueLastDamage.param1);
  149. m_LastDamageClient = valueLastDamage.param1;
  150. }
  151. break;
  152. }
  153. }
  154. void OnRPCFloat(ParamsReadContext ctx)
  155. {
  156. Param1<float> value = new Param1<float>(0);
  157. ctx.Read(CachedObjectsParams.PARAM2_INT_FLOAT);
  158. int value_type = CachedObjectsParams.PARAM2_INT_FLOAT.param1;
  159. value.param1 = CachedObjectsParams.PARAM2_INT_FLOAT.param2;
  160. ReceiveValue(value_type, value);
  161. }
  162. void OnRPCString(ParamsReadContext ctx)
  163. {
  164. Param1<string> value = new Param1<string>("");
  165. ctx.Read(CachedObjectsParams.PARAM2_INT_STRING);
  166. int value_type = CachedObjectsParams.PARAM2_INT_STRING.param1;
  167. value.param1 = CachedObjectsParams.PARAM2_INT_STRING.param2;
  168. ReceiveValue(value_type, value);
  169. }
  170. };