dayzplayerimplementaiming.c 15 KB

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  1. /*
  2. DayZPlayerImplement
  3. this file is implemenation of dayzPlayer in script
  4. - logic of movement
  5. - camera switching logic
  6. */
  7. enum eSwayStates
  8. {
  9. DEFAULT,
  10. HOLDBREATH_IN,
  11. HOLDBREATH_STABLE,
  12. HOLDBREATH_EXHAUSTED,
  13. MAX
  14. }
  15. class PlayerSwayConstants
  16. {
  17. static const float SWAY_MULTIPLIER_DEFAULT = 1.0;
  18. static const float SWAY_MULTIPLIER_STABLE = 0.05;
  19. static const float SWAY_MULTIPLIER_EXHAUSTED = 0.6;
  20. static const float SWAY_TIME_IN = 1.5;
  21. static const float SWAY_TIME_STABLE = 3.0;
  22. static const float SWAY_TIME_EXHAUSTED = 1.5;
  23. static const float SWAY_TIME_OUT = 0.5;
  24. static const float SWAY_ROLL = 3;
  25. }
  26. class DayZPlayerImplementAiming
  27. {
  28. //-------------------------------------------------------------
  29. //!
  30. //! This HeadingModel - Clamps heading
  31. //!
  32. protected const float SWAY_WEIGHT_SCALER = 1;//use this to scale the sway effect up/down
  33. protected float m_HorizontalNoise;
  34. protected float m_HorizontalTargetValue;
  35. protected float m_HorizontalNoiseVelocity[1] = {0};
  36. protected DayZPlayerImplement m_PlayerDpi;
  37. protected PlayerBase m_PlayerPb;
  38. protected float m_TotalTime;
  39. protected float m_ReferenceTime = 0;
  40. protected float m_StaminaPercentage;
  41. protected float m_SwayStateStartTime;
  42. //protected float m_SwayStateStartTime[eSwayStates.MAX];
  43. protected float m_LastSwayMultiplier = PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT;
  44. protected float m_StateStartSwayMultiplier;
  45. protected float m_HorizontalNoiseXAxisOffset;
  46. protected float m_BreathingXAxisOffset;
  47. protected float m_BreathingYAxisOffset;
  48. protected bool m_HoldingBreathSet;
  49. protected bool m_AimNoiseAllowed = true;
  50. protected bool m_ProceduralRecoilEnabled = true;
  51. protected ref RecoilBase m_CurrentRecoil;
  52. protected int m_ShakeCount;
  53. protected float m_SwayWeight;
  54. protected float m_MaxVelocity;
  55. protected ref KuruShake m_KuruShake;
  56. protected float m_CamShakeX;
  57. protected float m_CamShakeY;
  58. protected vector m_SwayModifier = "1 1 1";//"max_speed_noise radius_noise overall_speed"
  59. protected int m_SwayState = -1;
  60. protected float m_StealthAimY_Last;
  61. protected float m_FilterVelocityStealthAimY[1] = {0};
  62. protected static float m_AimXClampRanges[] = { -180, -20, 90, 0, -50, 90, 180, -20, 90 };
  63. void DayZPlayerImplementAiming(DayZPlayerImplement player)
  64. {
  65. m_PlayerDpi = player;
  66. Class.CastTo(m_PlayerPb, player);
  67. UpdateSwayState(eSwayStates.DEFAULT);
  68. }
  69. void SetRecoil(Weapon_Base weapon)
  70. {
  71. if (m_ProceduralRecoilEnabled)
  72. {
  73. m_CurrentRecoil = weapon.SpawnRecoilObject();
  74. }
  75. }
  76. void RequestKuruShake(float amount)
  77. {
  78. if (!m_KuruShake)
  79. m_KuruShake = new KuruShake(m_PlayerPb, amount);
  80. }
  81. void OnRaiseBegin(DayZPlayerImplement player)
  82. {
  83. Weapon_Base weapon = Weapon_Base.Cast(player.GetHumanInventory().GetEntityInHands());
  84. if (weapon)
  85. {
  86. m_SwayModifier = weapon.GetPropertyModifierObject().m_SwayModifiers;
  87. }
  88. }
  89. void OnFinisherBegin(float currentAimY)
  90. {
  91. m_StealthAimY_Last = currentAimY;
  92. m_FilterVelocityStealthAimY[0] = 0;
  93. }
  94. void OnSwayStateChange(int state)
  95. {
  96. switch (state)
  97. {
  98. case eSwayStates.HOLDBREATH_EXHAUSTED:
  99. m_PlayerPb.OnHoldBreathExhausted();
  100. break;
  101. default:
  102. break;
  103. }
  104. }
  105. float GetSwayWeight()
  106. {
  107. return m_SwayWeight;
  108. }
  109. void SetAimNoiseAllowed(bool state)
  110. {
  111. m_AimNoiseAllowed = state;
  112. }
  113. bool IsAimNoiseAllowed()
  114. {
  115. return m_AimNoiseAllowed;
  116. }
  117. void SetProceduralRecoilEnabled(bool state)
  118. {
  119. m_ProceduralRecoilEnabled = state;
  120. }
  121. bool IsProceduralRecoilEnabled()
  122. {
  123. return m_ProceduralRecoilEnabled;
  124. }
  125. void SetCamShakeValues(float x_axis, float y_axis)
  126. {
  127. m_CamShakeX = x_axis;
  128. m_CamShakeY = y_axis;
  129. }
  130. bool ProcessStealthFilters(float pDt, SDayZPlayerAimingModel pModel)
  131. {
  132. m_StealthAimY_Last = Math.SmoothCD(m_StealthAimY_Last, 0, m_FilterVelocityStealthAimY, 0.3, 1000, pDt);
  133. pModel.m_fAimYMouseShift = -(pModel.m_fCurrentAimY - m_StealthAimY_Last);
  134. return true;
  135. }
  136. bool ProcessAimFilters(float pDt, SDayZPlayerAimingModel pModel, int stance_index)
  137. {
  138. float breathing_offset_x;
  139. float breathing_offset_y;
  140. float noise_offset_x;
  141. float noise_offset_y;
  142. float shake_offset_x;
  143. float shake_offset_y;
  144. float recoil_offset_mouse_x;
  145. float recoil_offset_mouse_y;
  146. float recoil_offset_hands_x;
  147. float recoil_offset_hands_y;
  148. float kuru_offset_x;
  149. float kuru_offset_y;
  150. float player_stamina = m_PlayerPb.GetStaminaHandler().GetSyncedStaminaNormalized();
  151. #ifdef DEVELOPER
  152. DbgPrintAimingImplement("Player: " + m_PlayerPb + " | ProcessAimFilters | timestamp: " + m_PlayerPb.GetSimulationTimeStamp());
  153. #endif
  154. //negates stamina effect during hold breath
  155. if (m_PlayerPb.IsHoldingBreath())
  156. {
  157. player_stamina = 1;
  158. }
  159. float speed = CalculateSpeedMultiplier(player_stamina);
  160. m_TotalTime += pDt * speed;
  161. if (m_PlayerPb.IsHoldingBreath() && !m_HoldingBreathSet)
  162. {
  163. m_ReferenceTime = m_TotalTime;
  164. m_StaminaPercentage = m_PlayerPb.GetStaminaHandler().GetStamina() / m_PlayerPb.GetStaminaHandler().GetStaminaMax();
  165. }
  166. else if (!m_PlayerPb.IsHoldingBreath() && m_HoldingBreathSet)
  167. {
  168. m_ReferenceTime = m_TotalTime;
  169. }
  170. float adjusted_sway_multiplier = CalculateSwayMultiplier();
  171. m_LastSwayMultiplier = adjusted_sway_multiplier;
  172. m_SwayWeight = CalculateWeight( stance_index, player_stamina, 0.5/*m_PlayerPb.m_CameraSwayModifier*/, m_PlayerPb.IsHoldingBreath()) * adjusted_sway_multiplier;
  173. //! get sway
  174. ApplyBreathingPattern(breathing_offset_x, breathing_offset_y, 3.0, m_TotalTime, m_SwayWeight);
  175. ApplyHorizontalNoise(noise_offset_x, noise_offset_y, 0.2, 0.5, 3.0 * m_SwayModifier[0], speed, 3 * m_SwayModifier[1], m_SwayWeight, pDt);
  176. int shake_level = m_PlayerPb.GetShakeLevel();
  177. if (shake_level != 0)
  178. {
  179. ApplyShakes(shake_offset_x, shake_offset_y, shake_level);
  180. }
  181. //! get recoil
  182. if (m_CurrentRecoil)
  183. {
  184. m_CurrentRecoil.Update(pModel, recoil_offset_mouse_x, recoil_offset_mouse_y, recoil_offset_hands_x, recoil_offset_hands_y, pDt);
  185. }
  186. if (m_KuruShake)
  187. {
  188. m_KuruShake.Update(pDt, kuru_offset_x, kuru_offset_y);
  189. }
  190. //! hands offset
  191. pModel.m_fAimXHandsOffset = breathing_offset_x + noise_offset_x + recoil_offset_hands_x + shake_offset_x + kuru_offset_x;
  192. pModel.m_fAimYHandsOffset = breathing_offset_y + noise_offset_y + recoil_offset_hands_y + shake_offset_y + kuru_offset_y;
  193. #ifdef DEVELOPER
  194. DbgPrintAimingImplement("breathing_offset_y: " + breathing_offset_y);
  195. DbgPrintAimingImplement("noise_offset_y: " + noise_offset_y);
  196. DbgPrintAimingImplement("recoil_offset_hands_y: " + recoil_offset_hands_y);
  197. DbgPrintAimingImplement("shake_offset_y: " + shake_offset_y);
  198. DbgPrintAimingImplement("kuru_offset_y: " + kuru_offset_y);
  199. DbgPrintAimingImplement("pModel.m_fAimYHandsOffset: " + pModel.m_fAimYHandsOffset);
  200. #endif
  201. //! cam offset
  202. pModel.m_fAimXCamOffset = -shake_offset_x - recoil_offset_hands_x - kuru_offset_x + m_CamShakeX;
  203. pModel.m_fAimYCamOffset = -shake_offset_y - recoil_offset_hands_y - kuru_offset_y + m_CamShakeY;
  204. #ifdef DEVELOPER
  205. DbgPrintAimingImplement("m_CamShakeY: " + m_CamShakeY);
  206. DbgPrintAimingImplement("pModel.m_fAimYCamOffset: " + pModel.m_fAimYCamOffset);
  207. #endif
  208. //! clamp aim ranges
  209. if (stance_index == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
  210. {
  211. float newVal = DayZPlayerUtils.LinearRangeClamp(pModel.m_fCurrentAimX, pModel.m_fCurrentAimY, m_AimXClampRanges);
  212. pModel.m_fAimYHandsOffset += newVal - pModel.m_fCurrentAimY;
  213. }
  214. float absAimY = Math.AbsFloat(pModel.m_fCurrentAimY);
  215. pModel.m_fAimYHandsOffset = Math.Clamp(pModel.m_fAimYHandsOffset,absAimY - 89.9,89.9 - absAimY); //'90' leads to rounding errors down the line
  216. if (m_PlayerDpi.IsInOptics() && m_KuruShake)
  217. {
  218. //TODO - do not offset mouse
  219. }
  220. //! mouse offset
  221. pModel.m_fAimXMouseShift = recoil_offset_mouse_x -kuru_offset_x / 10;
  222. pModel.m_fAimYMouseShift = recoil_offset_mouse_y + kuru_offset_y / 10;
  223. #ifdef DEVELOPER
  224. DbgPrintAimingImplement("recoil_offset_mouse_y: " + recoil_offset_mouse_y);
  225. DbgPrintAimingImplement("pModel.m_fAimYMouseShift: " + pModel.m_fAimYMouseShift);
  226. #endif
  227. if (m_PlayerPb.IsHoldingBreath() && !m_HoldingBreathSet)
  228. {
  229. m_HoldingBreathSet = true;
  230. m_HorizontalNoiseXAxisOffset = noise_offset_x;
  231. m_BreathingXAxisOffset = breathing_offset_x;
  232. m_BreathingYAxisOffset = breathing_offset_y;
  233. }
  234. else if (!m_PlayerPb.IsHoldingBreath() && m_HoldingBreathSet)
  235. {
  236. m_HoldingBreathSet = false;
  237. }
  238. if (!m_PlayerPb.IsHoldingBreath() && m_LastSwayMultiplier == PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT && m_HorizontalNoiseXAxisOffset != 0)
  239. {
  240. m_HorizontalNoiseXAxisOffset = 0;
  241. m_BreathingXAxisOffset = 0;
  242. m_BreathingYAxisOffset = 0;
  243. }
  244. if (m_PlayerPb.IsHoldingBreath())
  245. {
  246. m_PlayerPb.DepleteStamina(EStaminaModifiers.HOLD_BREATH,pDt*speed);
  247. }
  248. #ifdef DEVELOPER
  249. DbgPrintAimingImplement("----------------------------");
  250. #endif
  251. return true;
  252. }
  253. protected float CalculateSwayMultiplier()
  254. {
  255. float max;
  256. float time;
  257. float time_clamped;
  258. float ret;
  259. if (m_PlayerPb.IsHoldingBreath())
  260. {
  261. time = m_TotalTime - m_ReferenceTime;
  262. if (time < (PlayerSwayConstants.SWAY_TIME_IN * m_StaminaPercentage))
  263. {
  264. UpdateSwayState(eSwayStates.HOLDBREATH_IN);
  265. max = PlayerSwayConstants.SWAY_TIME_IN * m_StaminaPercentage;
  266. time_clamped = Math.Clamp((m_TotalTime - m_SwayStateStartTime),0,max);
  267. ret = Math.Lerp(m_LastSwayMultiplier,PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,time_clamped/max);
  268. }
  269. else if (time >= (PlayerSwayConstants.SWAY_TIME_IN * m_StaminaPercentage) && time < (m_StaminaPercentage * (PlayerSwayConstants.SWAY_TIME_IN + PlayerSwayConstants.SWAY_TIME_STABLE)))
  270. {
  271. UpdateSwayState(eSwayStates.HOLDBREATH_STABLE);
  272. ret = PlayerSwayConstants.SWAY_MULTIPLIER_STABLE;
  273. }
  274. else
  275. {
  276. UpdateSwayState(eSwayStates.HOLDBREATH_EXHAUSTED);
  277. max = PlayerSwayConstants.SWAY_TIME_EXHAUSTED * m_StaminaPercentage;
  278. time_clamped = Math.Clamp((m_TotalTime - m_SwayStateStartTime),0,max);
  279. ret = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_STABLE,PlayerSwayConstants.SWAY_MULTIPLIER_EXHAUSTED,(time_clamped/max));
  280. }
  281. }
  282. else
  283. {
  284. UpdateSwayState(eSwayStates.DEFAULT);
  285. max = PlayerSwayConstants.SWAY_TIME_OUT;
  286. time_clamped = Math.Clamp((m_TotalTime - m_SwayStateStartTime),0,max);
  287. ret = Math.Lerp(m_LastSwayMultiplier,1,time_clamped/max);
  288. }
  289. return ret;
  290. }
  291. float CalculateSpeedMultiplier(float stamina)
  292. {
  293. return (((1.0 - stamina) * 3.0) + 1.0) * m_SwayModifier[2]; // just 'm_SwayModifier[2]' for HoldBreath
  294. }
  295. protected bool UpdateSwayState(int state)
  296. {
  297. if (state != m_SwayState)
  298. {
  299. m_SwayState = state;
  300. m_SwayStateStartTime = m_TotalTime;
  301. m_StateStartSwayMultiplier = m_LastSwayMultiplier;
  302. OnSwayStateChange(state);
  303. return true;
  304. }
  305. return false;
  306. }
  307. int GetCurrentSwayState()
  308. {
  309. return m_SwayState;
  310. }
  311. protected void ApplyBreathingPattern(out float x_axis, out float y_axis, float pAmplitude, float pTotalTime, float weight)
  312. {
  313. float multiplier = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT,0,m_LastSwayMultiplier); //TODO revise
  314. #ifdef DEVELOPER
  315. DbgPrintAimingImplement("m_LastSwayMultiplier: " + m_LastSwayMultiplier);
  316. DbgPrintAimingImplement("pAmplitude: " + pAmplitude);
  317. DbgPrintAimingImplement("pTotalTime: " + pTotalTime);
  318. DbgPrintAimingImplement("weight: " + weight);
  319. DbgPrintAimingImplement("multiplier: " + multiplier);
  320. #endif
  321. x_axis = (Math.Sin(pTotalTime) * pAmplitude / 4) * weight;
  322. y_axis = (Math.Sin((pTotalTime) * 0.8 + 0.6) * pAmplitude) * weight;
  323. #ifdef DEVELOPER
  324. DbgPrintAimingImplement("y_axis_midproduct: " + y_axis);
  325. #endif
  326. x_axis += m_BreathingXAxisOffset * multiplier;
  327. y_axis += m_BreathingYAxisOffset * multiplier;
  328. }
  329. protected void ApplyHorizontalNoise(out float x_axis, out float y_axis, float smooth_time,float max_velocity_low, float max_velocity_high, float velocity_modifier, float max_distance, float weight, float pDt)
  330. {
  331. if (Math.AbsFloat(m_HorizontalTargetValue - m_HorizontalNoise) < 0.01)
  332. {
  333. //acquire new target
  334. m_MaxVelocity = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, max_velocity_low, max_velocity_high);
  335. float r = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1);
  336. m_HorizontalTargetValue = (r - 0.5) * 2 * max_distance;
  337. m_HorizontalNoiseVelocity[0] = 0;
  338. }
  339. m_HorizontalNoise = Math.SmoothCD(m_HorizontalNoise, m_HorizontalTargetValue, m_HorizontalNoiseVelocity, smooth_time, m_MaxVelocity * velocity_modifier, pDt);
  340. x_axis = m_HorizontalNoise * weight;
  341. float multiplier = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT,0,m_LastSwayMultiplier); //TODO revise
  342. x_axis += m_HorizontalNoiseXAxisOffset * multiplier;
  343. }
  344. protected void ApplyShakes(out float x_axis, out float y_axis, int level)
  345. {
  346. float weight = level / PlayerBase.SHAKE_LEVEL_MAX;
  347. m_ShakeCount++;
  348. int shakes_threshold = Math.Round(m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 2, 4));
  349. if (m_ShakeCount > shakes_threshold)
  350. {
  351. m_ShakeCount = 0;
  352. float modifier = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0.45, 0.9);
  353. x_axis = modifier * weight * m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1);
  354. y_axis = modifier * weight * m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1);
  355. }
  356. }
  357. protected float CalculateWeight(int stance_index, float current_stamina, float camera_sway_modifier, bool holding_breath)
  358. {
  359. if (m_PlayerDpi.GetCommand_Move() && m_PlayerDpi.GetCommand_Move().IsInRoll())//when the player is rolling, set a constant and disregard everything else
  360. {
  361. return PlayerSwayConstants.SWAY_ROLL;
  362. }
  363. float stance_modifier;
  364. switch (stance_index)
  365. {
  366. case DayZPlayerConstants.STANCEIDX_RAISEDERECT:
  367. stance_modifier = 0.5;
  368. break;
  369. case DayZPlayerConstants.STANCEIDX_RAISEDCROUCH:
  370. stance_modifier = 0.75;
  371. break;
  372. case DayZPlayerConstants.STANCEIDX_RAISEDPRONE:
  373. stance_modifier = 0.9;
  374. break;
  375. default:
  376. stance_modifier = 0.75;
  377. //Debug.LogError("stance mask out of definition");
  378. break;
  379. }
  380. #ifdef DEVELOPER
  381. DbgPrintAimingImplement("current_stamina: " + current_stamina);
  382. DbgPrintAimingImplement("camera_sway_modifier: " + camera_sway_modifier);
  383. DbgPrintAimingImplement("holding_breath: " + holding_breath);
  384. #endif
  385. return (1 - stance_modifier) * m_AimNoiseAllowed * camera_sway_modifier * SWAY_WEIGHT_SCALER;
  386. }
  387. void DbgPrintAimingImplement(string val)
  388. {
  389. #ifdef DEVELOPER
  390. if (GetDayZGame().IsAimLogEnabled())
  391. Print("DayZPlayerImplementAiming | " + val);
  392. #endif
  393. }
  394. }