dayzplayerimplementfalldamage.c 15 KB

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  1. class FallDamageData
  2. {
  3. int m_LandType;
  4. float m_Height;
  5. float m_HealthCoef;
  6. float m_ShockCoef;
  7. float m_BrokenLegsCoef;
  8. float m_BleedingHandsCoef;
  9. float m_BleedingFeetCoef;
  10. float m_BleedingLegsCoef;
  11. float m_GlovesHealthCoef;
  12. float m_ShoesHealthCoef;
  13. float m_PantsHealthCoef;
  14. float m_BleedingChanceCoef;
  15. float m_BleedingChanceLegsCoef;
  16. }
  17. class DayZPlayerImplementFallDamage
  18. {
  19. static const string FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth";
  20. static const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock";
  21. static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment";
  22. static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments";
  23. const float HEALTH_HEIGHT_LOW = 5;
  24. const float HEALTH_HEIGHT_HIGH = 14;
  25. private const float SHOCK_HEIGHT_LOW = 3;
  26. private const float SHOCK_HEIGHT_HIGH = 12;
  27. private const float BROKENLEGS_HEIGHT_LOW = 5;
  28. private const float BROKENLEGS_HEIGHT_HIGH = 9;
  29. private const float GLOVES_HEALTH_HEIGHT_LOW = 5;
  30. private const float GLOVES_HEALTH_HEIGHT_HIGH = 15;
  31. private const float SHOES_HEALTH_HEIGHT_LOW = 2;
  32. private const float SHOES_HEALTH_HEIGHT_HIGH = 15;
  33. private const float PANTS_HEALTH_HEIGHT_LOW = 5;
  34. private const float PANTS_HEALTH_HEIGHT_HIGH = 16;
  35. private const float BLEEDINGHANDS_HEIGHT_LOW = 5;
  36. private const float BLEEDINGFEET_HEIGHT_LOW = 3;
  37. private const float BLEEDINGLEGS_HEIGHT_LOW = 10;
  38. private const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05;
  39. private const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1;
  40. private const float RANDOM_THRESHOLD_LEGS_LOW = 0.05;
  41. private const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1;
  42. private const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0;
  43. private const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2;
  44. private const float BLEEDING_CHANCE_HEIGHT_LOW = 3;
  45. private const float BLEEDING_CHANCE_HEIGHT_HIGH = 15;
  46. private static const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125;
  47. private static const string BLEEDING_HANDS_SELECTIONS[2] = {"LeftForeArmRoll", "RightForeArmRoll"};
  48. private static const string BLEEDING_FEET_SELECTIONS[2] = {"LeftFoot", "RightFoot"};
  49. private static const string BLEEDING_LEGS_SELECTIONS[2] = {"LeftLeg", "RightLeg"};
  50. private const int DAMAGE_TYPE_GLOBAL = 0;
  51. private const int DAMAGE_TYPE_LEGS = 1;
  52. private const int DAMAGE_TYPE_ATTACHMENTS = 2;
  53. DayZPlayer m_Player;
  54. private ref FallDamageData m_FallDamageData;
  55. #ifdef DIAG_DEVELOPER
  56. bool m_Debug = false;
  57. private static ref map<string, float> m_AmmoTypeData;
  58. #endif
  59. void DayZPlayerImplementFallDamage(DayZPlayer pPlayer)
  60. {
  61. m_Player = pPlayer;
  62. m_FallDamageData = new FallDamageData();
  63. #ifdef DIAG_DEVELOPER
  64. PreloadAmmoTypeData();
  65. #endif
  66. }
  67. float GetHeight()
  68. {
  69. return m_FallDamageData.m_Height;
  70. }
  71. int GetLandType()
  72. {
  73. return m_FallDamageData.m_LandType;
  74. }
  75. void HandleFallDamage(FallDamageData pData)
  76. {
  77. m_FallDamageData = pData;
  78. m_FallDamageData.m_HealthCoef = Math.InverseLerp(HEALTH_HEIGHT_LOW, HEALTH_HEIGHT_HIGH, pData.m_Height);
  79. m_FallDamageData.m_HealthCoef = Randomize(DAMAGE_TYPE_GLOBAL, m_FallDamageData.m_HealthCoef);
  80. m_FallDamageData.m_HealthCoef = Math.Clamp(m_FallDamageData.m_HealthCoef, 0, 1);
  81. m_FallDamageData.m_ShockCoef = Math.InverseLerp(SHOCK_HEIGHT_LOW, SHOCK_HEIGHT_HIGH, pData.m_Height);
  82. m_FallDamageData.m_ShockCoef = Math.Clamp(m_FallDamageData.m_ShockCoef, 0, 1);
  83. m_FallDamageData.m_BrokenLegsCoef = Math.InverseLerp(BROKENLEGS_HEIGHT_LOW, BROKENLEGS_HEIGHT_HIGH, pData.m_Height);
  84. m_FallDamageData.m_BrokenLegsCoef = Randomize(DAMAGE_TYPE_LEGS, m_FallDamageData.m_BrokenLegsCoef);
  85. m_FallDamageData.m_BrokenLegsCoef = Math.Clamp(m_FallDamageData.m_BrokenLegsCoef, 0, 1);
  86. m_FallDamageData.m_BleedingHandsCoef = Math.InverseLerp(0, BLEEDINGHANDS_HEIGHT_LOW, pData.m_Height);
  87. m_FallDamageData.m_BleedingHandsCoef = Math.Clamp(m_FallDamageData.m_BleedingHandsCoef, 0, 1);
  88. m_FallDamageData.m_BleedingFeetCoef = Math.InverseLerp(0, BLEEDINGFEET_HEIGHT_LOW, pData.m_Height);
  89. m_FallDamageData.m_BleedingFeetCoef = Math.Clamp(m_FallDamageData.m_BleedingFeetCoef, 0, 1);
  90. m_FallDamageData.m_BleedingLegsCoef = Math.InverseLerp(0, BLEEDINGLEGS_HEIGHT_LOW, pData.m_Height);
  91. m_FallDamageData.m_BleedingLegsCoef = Math.Clamp(m_FallDamageData.m_BleedingLegsCoef, 0, 1);
  92. m_FallDamageData.m_GlovesHealthCoef = Math.InverseLerp(GLOVES_HEALTH_HEIGHT_LOW, GLOVES_HEALTH_HEIGHT_HIGH, pData.m_Height);
  93. m_FallDamageData.m_GlovesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_GlovesHealthCoef);
  94. m_FallDamageData.m_GlovesHealthCoef = Math.Clamp(m_FallDamageData.m_GlovesHealthCoef, 0, 1);
  95. m_FallDamageData.m_ShoesHealthCoef = Math.InverseLerp(SHOES_HEALTH_HEIGHT_LOW, SHOES_HEALTH_HEIGHT_HIGH, pData.m_Height);
  96. m_FallDamageData.m_ShoesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_ShoesHealthCoef);
  97. m_FallDamageData.m_ShoesHealthCoef = Math.Clamp(m_FallDamageData.m_ShoesHealthCoef, 0, 1);
  98. m_FallDamageData.m_PantsHealthCoef = Math.InverseLerp(PANTS_HEALTH_HEIGHT_LOW, PANTS_HEALTH_HEIGHT_HIGH, pData.m_Height);
  99. m_FallDamageData.m_PantsHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_PantsHealthCoef);
  100. m_FallDamageData.m_PantsHealthCoef = Math.Clamp(m_FallDamageData.m_PantsHealthCoef, 0, 1);
  101. m_FallDamageData.m_BleedingChanceCoef = Math.InverseLerp(BLEEDING_CHANCE_HEIGHT_LOW, BLEEDING_CHANCE_HEIGHT_HIGH, pData.m_Height);
  102. m_FallDamageData.m_BleedingChanceCoef = Math.Clamp(m_FallDamageData.m_BleedingChanceCoef, 0, 0.7);
  103. m_FallDamageData.m_BleedingChanceLegsCoef = 0.15;
  104. if (GetGame().IsServer())
  105. {
  106. PlayerBase playerBase = PlayerBase.Cast(m_Player);
  107. if (playerBase)
  108. {
  109. AttachBleedingToZonesByHeight(playerBase);
  110. DamageAttachedGear(playerBase);
  111. playerBase.DamageAllLegs(BROKENLEGS_HEALTH_DAMAGE_MAX * m_FallDamageData.m_BrokenLegsCoef);
  112. playerBase.ForceUpdateInjuredState();
  113. }
  114. m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_HEALTH, vector.Zero, m_FallDamageData.m_HealthCoef);
  115. m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_SHOCK, vector.Zero, m_FallDamageData.m_ShockCoef);
  116. }
  117. }
  118. private float Randomize(int pType, float pValue)
  119. {
  120. Math.Randomize(GetGame().GetTime());
  121. int randomizedSign = -1;
  122. if (Math.RandomIntInclusive(1, 2) % 2 == 1)
  123. randomizedSign = 1;
  124. float randomizationValue = 0;
  125. switch (pType)
  126. {
  127. case DAMAGE_TYPE_GLOBAL:
  128. randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_HEALTH_LOW, RANDOM_THRESHOLD_HEALTH_HIGH);
  129. break;
  130. case DAMAGE_TYPE_LEGS:
  131. randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_LEGS_LOW, RANDOM_THRESHOLD_LEGS_HIGH);
  132. break;
  133. case DAMAGE_TYPE_ATTACHMENTS:
  134. randomizationValue = Math.RandomFloatInclusive(RANDOM_THRESHOLD_ATTACHMENTS_LOW, RANDOM_THRESHOLD_ATTACHMENTS_HIGH);
  135. break;
  136. }
  137. return pValue + (randomizedSign * pValue * randomizationValue);
  138. }
  139. private void AttachBleedingToZonesByHeight(notnull PlayerBase pPlayer)
  140. {
  141. Math.Randomize(GetGame().GetTime());
  142. int bleedingSelectionIndex;
  143. BleedingSourcesManagerServer bleedingManager = pPlayer.GetBleedingManagerServer();
  144. if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingHandsCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Gloves") == null)
  145. {
  146. bleedingSelectionIndex = Math.RandomInt(0, 2);
  147. bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_HANDS_SELECTIONS[bleedingSelectionIndex]);
  148. }
  149. if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingFeetCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Feet") == null)
  150. {
  151. bleedingSelectionIndex = Math.RandomInt(0, 2);
  152. bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_FEET_SELECTIONS[bleedingSelectionIndex]);
  153. }
  154. if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceLegsCoef && m_FallDamageData.m_BleedingLegsCoef == 1.0)
  155. {
  156. bleedingSelectionIndex = Math.RandomInt(0, 2);
  157. bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_LEGS_SELECTIONS[bleedingSelectionIndex]);
  158. }
  159. }
  160. private void DamageAttachedGear(notnull PlayerBase pPlayer)
  161. {
  162. EntityAI gloves = pPlayer.FindAttachmentBySlotName("Gloves");
  163. if (gloves)
  164. gloves.ProcessDirectDamage(DamageType.CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, gloves.WorldToModel(gloves.GetPosition()), m_FallDamageData.m_GlovesHealthCoef);
  165. EntityAI shoes = pPlayer.FindAttachmentBySlotName("Feet");
  166. if (shoes)
  167. shoes.ProcessDirectDamage(DamageType.CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, shoes.WorldToModel(shoes.GetPosition()), m_FallDamageData.m_ShoesHealthCoef);
  168. EntityAI pants = pPlayer.FindAttachmentBySlotName("Legs");
  169. if (pants)
  170. pants.ProcessDirectDamage(DamageType.CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, pants.WorldToModel(pants.GetPosition()), m_FallDamageData.m_PantsHealthCoef);
  171. }
  172. #ifdef DIAG_DEVELOPER
  173. FallDamageDebugData GetFallDamageDebugData()
  174. {
  175. FallDamageDebugData data = new FallDamageDebugData();
  176. data.Synch(this);
  177. return data;
  178. }
  179. void ShowFallDamageDebugInfo(bool enabled)
  180. {
  181. FallDamageDebugData data = GetFallDamageDebugData();
  182. DisplayFallDamageDebugInfo(enabled, data);
  183. }
  184. private static string LandTypeToString(int landType)
  185. {
  186. switch (landType)
  187. {
  188. case 1:
  189. return "LIGHT";
  190. case 2:
  191. return "MEDIUM";
  192. case 3:
  193. return "HEAVY":
  194. }
  195. return "NONE";
  196. }
  197. private void PreloadAmmoTypeData()
  198. {
  199. if (m_AmmoTypeData == null)
  200. m_AmmoTypeData = new ref map<string, float>();
  201. m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH)[0]);
  202. m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_SHOCK, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_SHOCK)[2]);
  203. m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS)[0]);
  204. m_AmmoTypeData.Insert(FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, GetValuesFromAmmoType(FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT)[0]);
  205. }
  206. private vector GetValuesFromAmmoType(string pAmmoType)
  207. {
  208. vector values = vector.Zero;
  209. values[0] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Health damage", pAmmoType));
  210. values[1] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Blood damage", pAmmoType));
  211. values[2] = GetGame().ConfigGetFloat(string.Format("CfgAmmo %1 DamageApplied Shock damage", pAmmoType));
  212. return values;
  213. }
  214. static void DisplayFallDamageDebugInfo(bool enabled, FallDamageDebugData data)
  215. {
  216. int windowPosX = 10;
  217. int windowPosY = 200;
  218. DbgUI.Begin("Fall Damage (last)", windowPosX, windowPosY);
  219. if (enabled)
  220. {
  221. DbgUI.Text(string.Format("Height:\t%1", Math.Clamp(data.m_Height, 0, float.MAX)));
  222. DbgUI.Text(string.Format("Land Type:\t%1 (%2)", data.m_LandType, LandTypeToString(data.m_LandType)));
  223. DbgUI.Text("");
  224. DbgUI.Text("Health");
  225. DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_HealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH] * data.m_HealthCoef));
  226. DbgUI.Text("Shock");
  227. DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_ShockCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_SHOCK] * data.m_ShockCoef));
  228. DbgUI.Text("Broken Legs:");
  229. DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_BrokenLegsCoef, BROKENLEGS_HEALTH_DAMAGE_MAX * data.m_BrokenLegsCoef));
  230. DbgUI.Text("Gloves damage:");
  231. DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_GlovesHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS] * data.m_GlovesHealthCoef));
  232. DbgUI.Text("Shoes damage:");
  233. DbgUI.Text(string.Format(" coef:%1 dmg:%2", data.m_ShoesHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS] * data.m_ShoesHealthCoef));
  234. DbgUI.Text("Pants damage:");
  235. DbgUI.Text(string.Format(" coef:%1 dmg:%2" , data.m_PantsHealthCoef, m_AmmoTypeData[FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT] * data.m_PantsHealthCoef));
  236. DbgUI.Text("Bleeding coefs:");
  237. DbgUI.Text(string.Format(" hands:%1", data.m_BleedingHandsCoef));
  238. DbgUI.Text(string.Format(" feet:%1", data.m_BleedingFeetCoef));
  239. DbgUI.Text(string.Format(" legs:%1", data.m_BleedingLegsCoef));
  240. DbgUI.Text(string.Format(" H&F chance:%1", data.m_BleedingChanceCoef));
  241. }
  242. DbgUI.End();
  243. }
  244. void FillDebugFallDamageData(FallDamageDebugData data)
  245. {
  246. data.m_Height = m_FallDamageData.m_Height;
  247. data.m_LandType = m_FallDamageData.m_LandType;
  248. data.m_HealthCoef = m_FallDamageData.m_HealthCoef;
  249. data.m_ShockCoef = m_FallDamageData.m_ShockCoef;
  250. data.m_BrokenLegsCoef = m_FallDamageData.m_BrokenLegsCoef;
  251. data.m_GlovesHealthCoef = m_FallDamageData.m_GlovesHealthCoef;
  252. data.m_ShoesHealthCoef = m_FallDamageData.m_ShoesHealthCoef;
  253. data.m_PantsHealthCoef = m_FallDamageData.m_PantsHealthCoef;
  254. data.m_BleedingHandsCoef = m_FallDamageData.m_BleedingHandsCoef;
  255. data.m_BleedingFeetCoef = m_FallDamageData.m_BleedingFeetCoef;
  256. data.m_BleedingLegsCoef = m_FallDamageData.m_BleedingLegsCoef;
  257. data.m_BleedingChanceCoef = m_FallDamageData.m_BleedingChanceCoef;
  258. }
  259. #endif
  260. //!
  261. //! DEPRECATED
  262. //!
  263. const string FD_AMMO = "FallDamage"; //!< ammo type used for damaging
  264. const float FD_DMG_FROM_HEIGHT = 2.5; //!< damage will not be taken into account bellow this HeightToDamage
  265. const float FD_MAX_DMG_AT_HEIGHT = 15; //!< height where player gets 100% damage
  266. const float FD_MAX_HEIGHT_LEG_BREAK = 8; //!< height where legs break most of the time
  267. void HandleFallDamage(float pHeight);
  268. float DamageCoef(float pHeight);
  269. }
  270. #ifdef DIAG_DEVELOPER
  271. class FallDamageDebugData : Param
  272. {
  273. int m_LandType;
  274. float m_Height;
  275. float m_HealthCoef;
  276. float m_ShockCoef;
  277. float m_BrokenLegsCoef;
  278. float m_GlovesHealthCoef;
  279. float m_ShoesHealthCoef;
  280. float m_PantsHealthCoef;
  281. float m_BleedingHandsCoef;
  282. float m_BleedingFeetCoef;
  283. float m_BleedingLegsCoef;
  284. float m_BleedingChanceCoef;
  285. void Synch(DayZPlayerImplementFallDamage fallDamage)
  286. {
  287. m_Height = fallDamage.GetHeight();
  288. m_LandType = fallDamage.GetLandType();
  289. fallDamage.FillDebugFallDamageData(this);
  290. }
  291. override bool Serialize(Serializer ctx)
  292. {
  293. return ctx.Write(m_Height) && ctx.Write(m_LandType) && ctx.Write(m_HealthCoef) && ctx.Write(m_ShockCoef) && ctx.Write(m_BrokenLegsCoef) && ctx.Write(m_GlovesHealthCoef) && ctx.Write(m_ShoesHealthCoef) && ctx.Write(m_PantsHealthCoef) && ctx.Write(m_BleedingHandsCoef) && ctx.Write(m_BleedingFeetCoef) && ctx.Write(m_BleedingLegsCoef);
  294. }
  295. override bool Deserializer(Serializer ctx)
  296. {
  297. return ctx.Read(m_Height) && ctx.Read(m_LandType) && ctx.Read(m_HealthCoef) && ctx.Read(m_ShockCoef) && ctx.Write(m_BrokenLegsCoef) && ctx.Read(m_GlovesHealthCoef) && ctx.Read(m_ShoesHealthCoef) && ctx.Read(m_PantsHealthCoef) && ctx.Read(m_BleedingHandsCoef) && ctx.Read(m_BleedingFeetCoef) && ctx.Read(m_BleedingLegsCoef);
  298. }
  299. }
  300. #endif