actiongetouttransport.c 7.5 KB

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  1. class GetOutTransportActionData : ActionData
  2. {
  3. Transport m_Vehicle;
  4. float m_Speed;
  5. float m_JumpingOutThreshold;
  6. bool m_WasJumpingOut = false;
  7. bool m_WasJumpingOutAnim= false;
  8. // obsolete
  9. Car m_Car;
  10. float m_CarSpeed;
  11. vector m_StartLocation;
  12. float m_DmgTaken;
  13. float m_ShockTaken;
  14. }
  15. // client determines animation, server will still deal damage
  16. class GetOutTransportActionReciveData : ActionReciveData
  17. {
  18. bool m_WasJumpingOutAnim = false;
  19. }
  20. class ActionGetOutTransport : ActionBase
  21. {
  22. //For the two following values -> The HIGHER the value, the LOWER the output
  23. const int DMG_FACTOR = 60; //value used to translate impact strength into actual damage (impact strength -> velocity squared)
  24. const int SHOCK_FACTOR = 15; //Value used to translate impact strength into actual shock
  25. //Variables used to determine the different speed levels for bleeding checks
  26. const int LOW_SPEED_VALUE = 20;
  27. const int HIGH_SPEED_VALUE = 30;
  28. protected const float CAR_JUMPOUT_THRESHOLD = 8.0; // speed in km/h at which leaving the vehicle is considered a jump out
  29. protected const float BOAT_JUMPOUT_THRESHOLD = 5.0;
  30. const int HEALTH_LOW_SPEED_VALUE = 30;
  31. const int HEALTH_HIGH_SPEED_VALUE = 70;
  32. void ActionGetOutTransport()
  33. {
  34. m_StanceMask = DayZPlayerConstants.STANCEMASK_ALL;
  35. m_Text = "#leave_vehicle";
  36. }
  37. override ActionData CreateActionData()
  38. {
  39. ActionData data = new GetOutTransportActionData();
  40. return data;
  41. }
  42. override void CreateConditionComponents()
  43. {
  44. m_ConditionItem = new CCINone();
  45. m_ConditionTarget = new CCTNone();
  46. }
  47. override typename GetInputType()
  48. {
  49. return ContinuousInteractActionInput;
  50. }
  51. override bool HasProgress()
  52. {
  53. return false;
  54. }
  55. override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
  56. {
  57. HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
  58. if (vehCommand)
  59. {
  60. Transport trans = vehCommand.GetTransport();
  61. if (trans)
  62. {
  63. int crewIndex = trans.CrewMemberIndex(player);
  64. return crewIndex >= 0 && trans.CrewCanGetThrough(crewIndex) && trans.IsAreaAtDoorFree(crewIndex);
  65. }
  66. }
  67. return false;
  68. }
  69. override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL)
  70. {
  71. if (super.SetupAction(player, target, item, action_data, extra_data))
  72. {
  73. HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
  74. if (vehCommand)
  75. {
  76. Transport trans = vehCommand.GetTransport();
  77. if (trans)
  78. {
  79. GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
  80. ProcessGetOutTransportActionData(trans, gotActionData);
  81. return true;
  82. }
  83. }
  84. }
  85. return false;
  86. }
  87. override void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
  88. {
  89. super.WriteToContext(ctx, action_data);
  90. GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
  91. ctx.Write(gotActionData.m_WasJumpingOutAnim);
  92. }
  93. override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
  94. {
  95. if (!action_recive_data)
  96. action_recive_data = new GetOutTransportActionReciveData;
  97. super.ReadFromContext(ctx, action_recive_data);
  98. GetOutTransportActionReciveData action_data_got = GetOutTransportActionReciveData.Cast(action_recive_data);
  99. if (!ctx.Read(action_data_got.m_WasJumpingOutAnim))
  100. return false;
  101. return true;
  102. }
  103. override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
  104. {
  105. super.HandleReciveData(action_recive_data, action_data);
  106. GetOutTransportActionReciveData recive_data_got = GetOutTransportActionReciveData.Cast(action_recive_data);
  107. GetOutTransportActionData action_data_got = GetOutTransportActionData.Cast(action_data);
  108. action_data_got.m_WasJumpingOutAnim = recive_data_got.m_WasJumpingOutAnim;
  109. }
  110. void ProcessGetOutTransportActionData(Transport veh, GetOutTransportActionData got_action_data)
  111. {
  112. float speed;
  113. if (Car.Cast(veh))
  114. {
  115. got_action_data.m_JumpingOutThreshold = CAR_JUMPOUT_THRESHOLD;
  116. speed = Car.Cast(veh).GetSpeedometerAbsolute();
  117. }
  118. else if (Boat.Cast(veh))
  119. {
  120. got_action_data.m_JumpingOutThreshold = BOAT_JUMPOUT_THRESHOLD;
  121. vector playerPosition = got_action_data.m_Player.PhysicsGetPositionWS();
  122. vector velocity = dBodyGetVelocityAt(veh, playerPosition);
  123. velocity[1] = 0; // sliding check doesn't use vertical velocity
  124. speed = velocity.Normalize();
  125. }
  126. got_action_data.m_Speed = speed;
  127. got_action_data.m_Vehicle = veh;
  128. got_action_data.m_WasJumpingOut = got_action_data.m_Speed > got_action_data.m_JumpingOutThreshold;
  129. if (got_action_data.m_Player.IsOwner())
  130. got_action_data.m_WasJumpingOutAnim = got_action_data.m_WasJumpingOut;
  131. }
  132. override void OnStart(ActionData action_data)
  133. {
  134. super.OnStart(action_data);
  135. HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
  136. if (vehCommand)
  137. {
  138. Transport trans = vehCommand.GetTransport();
  139. if (trans)
  140. {
  141. GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
  142. ProcessGetOutTransportActionData(trans, gotActionData);
  143. if (!gotActionData.m_WasJumpingOutAnim)
  144. vehCommand.GetOutVehicle();
  145. else
  146. vehCommand.JumpOutVehicle();
  147. if (Car.Cast(trans))
  148. GetDayZGame().GetBacklit().OnLeaveCar();
  149. if (action_data.m_Player.GetInventory())
  150. action_data.m_Player.GetInventory().LockInventory(LOCK_FROM_SCRIPT);
  151. }
  152. }
  153. }
  154. override void OnStartServer(ActionData action_data)
  155. {
  156. super.OnStartServer(action_data);
  157. HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
  158. if (vehCommand)
  159. {
  160. Transport trans = vehCommand.GetTransport();
  161. if (trans)
  162. {
  163. CarScript car;
  164. if (Class.CastTo(car, trans))
  165. car.ForceUpdateLightsStart();
  166. }
  167. }
  168. }
  169. void Unhide(PlayerBase player);
  170. override void OnUpdate(ActionData action_data)
  171. {
  172. if (action_data.m_State == UA_START)
  173. {
  174. if (!action_data.m_Player.GetCommand_Vehicle())
  175. End(action_data);
  176. }
  177. }
  178. override bool CanBeUsedInRestrain()
  179. {
  180. return true;
  181. }
  182. override bool CanBeUsedInVehicle()
  183. {
  184. return true;
  185. }
  186. override bool HasTarget()
  187. {
  188. return false;
  189. }
  190. override int GetActionCategory()
  191. {
  192. return AC_INTERACT;
  193. }
  194. override void OnEnd(ActionData action_data)
  195. {
  196. if (action_data.m_Player.GetInventory())
  197. action_data.m_Player.GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
  198. }
  199. override void OnEndServer(ActionData action_data)
  200. {
  201. super.OnEndServer(action_data);
  202. GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
  203. // if server determined it was a jump out, or client played jump out animation, deal damage
  204. if (gotActionData.m_WasJumpingOut || gotActionData.m_WasJumpingOutAnim)
  205. {
  206. gotActionData.m_Player.OnJumpOutVehicleFinish(gotActionData.m_Speed);
  207. ApplyJumpOutDmg(action_data);
  208. }
  209. CarScript car = CarScript.Cast(gotActionData.m_Vehicle);
  210. if (car)
  211. car.ForceUpdateLightsEnd();
  212. }
  213. //Manage all jumping out of vehicle damage logic
  214. void ApplyJumpOutDmg(ActionData action_data)
  215. {
  216. GetOutTransportActionData gotActionData = GetOutTransportActionData.Cast(action_data);
  217. CarScript car;
  218. if (Class.CastTo(car, gotActionData.m_Vehicle))
  219. car.OnVehicleJumpOutServer(gotActionData);
  220. BoatScript boat;
  221. if (Class.CastTo(boat, gotActionData.m_Vehicle))
  222. boat.OnVehicleJumpOutServer(gotActionData);
  223. }
  224. // deprecated
  225. int m_DmgFactor;
  226. int m_ShockFactor;
  227. void ProcessGetOutActionData(Car car, GetOutTransportActionData got_action_data);
  228. }