contaminatedtrigger.c 4.9 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. override string GetDisplayName()
  6. {
  7. return "#STR_contaminatedarea";
  8. }
  9. // ----------------------------------------------
  10. // TRIGGER EVENTS
  11. // ----------------------------------------------
  12. override void OnEnterServerEvent( TriggerInsider insider )
  13. {
  14. super.OnEnterServerEvent( insider );
  15. //Print("Entered A " + GetType());
  16. if ( insider )
  17. {
  18. DayZCreatureAI creature = DayZCreatureAI.Cast( insider.GetObject() );
  19. if (creature)
  20. creature.IncreaseEffectTriggerCount();
  21. }
  22. }
  23. override void OnLeaveServerEvent( TriggerInsider insider )
  24. {
  25. super.OnLeaveServerEvent( insider );
  26. //Print("Left A " + GetType());
  27. if ( insider )
  28. {
  29. DayZCreatureAI creature = DayZCreatureAI.Cast( insider.GetObject() );
  30. if (creature)
  31. creature.DecreaseEffectTriggerCount();
  32. }
  33. }
  34. override void OnEnterClientEvent( TriggerInsider insider )
  35. {
  36. super.OnEnterClientEvent( insider );
  37. }
  38. override void OnLeaveClientEvent( TriggerInsider insider )
  39. {
  40. super.OnLeaveClientEvent( insider );
  41. }
  42. override void OnStayStartServerEvent(int nrOfInsiders)
  43. {
  44. m_TimeAccuStay += m_DeltaTime;
  45. if (m_TimeAccuStay > DAMAGE_TICK_RATE)
  46. {
  47. m_DealDamageFlag = true;
  48. //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
  49. }
  50. }
  51. override void OnStayFinishServerEvent()
  52. {
  53. 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
  54. {
  55. m_TimeAccuStay = 0;
  56. m_DealDamageFlag = false;
  57. }
  58. }
  59. override void OnStayServerEvent(TriggerInsider insider, float deltaTime)
  60. {
  61. if ( m_DealDamageFlag )
  62. {
  63. DayZCreatureAI creature = DayZCreatureAI.Cast( insider.GetObject());
  64. if(creature && creature.m_EffectTriggerCount != 0)
  65. creature.DecreaseHealth("", "", GameConstants.AI_CONTAMINATION_DMG_PER_SEC * m_TimeAccuStay / creature.m_EffectTriggerCount);// we devide by m_EffectTriggerCount for multiple trigger presence(overlapping triggers)
  66. }
  67. }
  68. override string GetAmbientSoundsetName()
  69. {
  70. return "ContaminatedArea_SoundSet";
  71. }
  72. }
  73. class ContaminatedTrigger_Dynamic : ContaminatedTrigger
  74. {
  75. protected int m_AreaState; // Used to get the state from linked area and update effects
  76. void ContaminatedTrigger_Dynamic()
  77. {
  78. RegisterNetSyncVariableInt("m_AreaState");
  79. // Register in the trigger effect manager
  80. m_Manager = TriggerEffectManager.GetInstance();
  81. m_Manager.RegisterTriggerType( this );
  82. }
  83. void SetAreaState( int state )
  84. {
  85. m_AreaState = state;
  86. SetSynchDirty();
  87. }
  88. override protected void OnStayClientEvent(TriggerInsider insider, float deltaTime)
  89. {
  90. //no super, overriding parent behaviour
  91. if ( insider.GetObject().IsMan() )
  92. {
  93. PlayerBase playerInsider = PlayerBase.Cast( insider.GetObject() );
  94. // We will only handle the controlled player, as effects are only relevant to this player instance
  95. if ( playerInsider.IsControlledPlayer() )
  96. {
  97. // We check if we are not in the standard LIVE state
  98. bool nonDefaultState = m_AreaState > eAreaDecayStage.LIVE;
  99. if ( nonDefaultState )
  100. {
  101. // if not we check the specific state and update local effect values
  102. int localPartBirthRate;
  103. if ( m_AreaState == eAreaDecayStage.DECAY_START )
  104. localPartBirthRate = 20;
  105. else
  106. localPartBirthRate = 10;
  107. playerInsider.RequestTriggerEffect(this, m_PPERequester, m_AroundPartId, m_TinyPartId, GetAmbientSoundsetName(), nonDefaultState, localPartBirthRate );
  108. }
  109. else
  110. playerInsider.RequestTriggerEffect(this, m_PPERequester, m_AroundPartId, m_TinyPartId, GetAmbientSoundsetName() );
  111. }
  112. }
  113. }
  114. override void OnVariablesSynchronized()
  115. {
  116. super.OnVariablesSynchronized();
  117. // Is the controlled player inside when trigger is synchronized
  118. for ( int i = 0; i < GetInsiders().Count(); i++ )
  119. {
  120. PlayerBase playerInsider = PlayerBase.Cast( m_insiders.Get( i ).GetObject() );
  121. if ( playerInsider )
  122. {
  123. if ( playerInsider.IsControlledPlayer() )
  124. {
  125. // Update Local particle effects
  126. bool nonDefaultState = m_AreaState > eAreaDecayStage.LIVE;
  127. if ( nonDefaultState )
  128. {
  129. int localPartBirthRate;
  130. if ( m_AreaState == eAreaDecayStage.DECAY_START )
  131. localPartBirthRate = 20;
  132. else
  133. localPartBirthRate = 10;
  134. //Update the local effects
  135. playerInsider.RequestTriggerEffect(this, m_PPERequester, m_AroundPartId, m_TinyPartId, GetAmbientSoundsetName(), nonDefaultState, localPartBirthRate, true );
  136. }
  137. return;
  138. }
  139. }
  140. }
  141. }
  142. }
  143. class ContaminatedTrigger_Local : ContaminatedTrigger
  144. {
  145. override string GetAmbientSoundsetName()
  146. {
  147. return "";
  148. }
  149. }