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class DayZCreatureAnimInterface |
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{ |
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private void DayZCreatureAnimInterface() {} |
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private void ~DayZCreatureAnimInterface() {} |
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proto native TAnimGraphCommand BindCommand(string pCommandName); |
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proto native TAnimGraphVariable BindVariableFloat(string pVariable); |
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proto native TAnimGraphVariable BindVariableInt(string pVariable); |
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proto native TAnimGraphVariable BindVariableBool(string pVariable); |
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proto native TAnimGraphTag BindTag(string pTagName); |
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proto native TAnimGraphEvent BindEvent(string pEventName); |
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} |
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class DayZCreature extends EntityAI |
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{ |
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#ifdef _DAYZ_CREATURE_DEBUG_SHADOW |
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proto native void DebugSetShadow(DayZCreature creature); |
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#endif |
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proto native bool RegisterAnimationEvent(string event_name, string function_name); |
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proto native void SetAnimationInstanceByName(string animation_instance_name, int instance_uuid, float duration); |
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proto native int GetCurrentAnimationInstanceUUID(); |
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proto native DayZCreatureAnimInterface GetAnimInterface(); |
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proto native void UpdateSimulationPrecision(int simLOD); |
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proto native void StartDeath(); |
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proto native void ResetDeath(); |
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proto native void ResetDeathCooldown(); |
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proto native bool IsDeathProcessed(); |
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proto native bool IsDeathConditionMet(); |
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proto native int GetBoneIndexByName(string pBoneName); |
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override bool IsDayZCreature() |
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{ |
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return true; |
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} |
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override bool CanBeSkinned() |
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{ |
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return true; |
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} |
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override bool IsIgnoredByConstruction() |
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{ |
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return IsRuined(); |
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} |
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override bool IsManagingArrows() |
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{ |
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return true; |
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} |
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override void AddArrow(Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS) |
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{ |
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CachedObjectsArrays.ARRAY_STRING.Clear(); |
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GetActionComponentNameList(componentIndex, CachedObjectsArrays.ARRAY_STRING, "fire"); |
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int pivot = -1; |
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for (int i = 0; i < CachedObjectsArrays.ARRAY_STRING.Count() && pivot == -1; i++) |
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{ |
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pivot = GetBoneIndexByName(CachedObjectsArrays.ARRAY_STRING.Get(i)); |
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} |
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vector parentTransMat[4]; |
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vector arrowTransMat[4]; |
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if (pivot == -1) |
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{ |
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GetTransform(parentTransMat); |
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} |
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else |
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{ |
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vector rotMatrix[3]; |
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Math3D.YawPitchRollMatrix(closeBoneRotWS * Math.RAD2DEG,rotMatrix); |
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parentTransMat[0] = rotMatrix[0]; |
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parentTransMat[1] = rotMatrix[1]; |
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parentTransMat[2] = rotMatrix[2]; |
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parentTransMat[3] = closeBonePosWS; |
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} |
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arrow.GetTransform(arrowTransMat); |
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Math3D.MatrixInvMultiply4(parentTransMat, arrowTransMat, arrowTransMat); |
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Math3D.MatrixOrthogonalize4(arrowTransMat); |
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arrow.SetTransform(arrowTransMat); |
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AddChild(arrow, pivot); |
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} |
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override bool HasFixedActionTargetCursorPosition() |
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{ |
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return true; |
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} |
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bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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{ |
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return false; |
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} |
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bool ModCommandHandlerInside(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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{ |
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return false; |
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} |
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bool ModCommandHandlerAfter(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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{ |
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return false; |
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} |
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} |
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class DayZCreatureAI extends DayZCreature |
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{ |
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proto native AIAgent GetAIAgent(); |
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proto native bool IsSoundInsideBuilding(); |
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#ifdef DIAG_DEVELOPER |
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proto native void DebugDisableAIControl(); |
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proto native void DebugRestoreAIControl(); |
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#endif |
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proto native void AddDamageSphere(string bone_name, string ammo_name, float radius, float duration, bool invertTeams); |
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proto native DayZCreatureAIType GetCreatureAIType(); |
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proto native void InitAIAgent(AIGroup group); |
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proto native void DestroyAIAgent(); |
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int m_EffectTriggerCount; |
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protected DayZPlayer m_CinematicPlayer; |
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void DayZCreatureAI() |
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{ |
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RegisterAnimEvents(); |
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SetFlags(EntityFlags.TOUCHTRIGGERS, false); |
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} |
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void IncreaseEffectTriggerCount() |
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{ |
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m_EffectTriggerCount++; |
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} |
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void DecreaseEffectTriggerCount() |
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{ |
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m_EffectTriggerCount--; |
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} |
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void AddDamageSphere(AnimDamageParams damage_params) |
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{ |
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AddDamageSphere(damage_params.m_sBoneName, damage_params.m_sAmmoName, damage_params.m_fRadius, damage_params.m_fDuration, damage_params.m_bInvertTeams); |
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} |
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override void EEKilled(Object killer) |
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{ |
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super.EEKilled(killer); |
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CreateComponent(COMP_TYPE_BODY_STAGING); |
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} |
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AnimBootsType GetBootsType() |
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{ |
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return AnimBootsType.None; |
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} |
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AbstractWave PlaySound(SoundObject so, SoundObjectBuilder sob) |
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{ |
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if(so == NULL) |
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{ |
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return NULL; |
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} |
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so.SetPosition(GetPosition()); |
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AbstractWave wave = GetGame().GetSoundScene().Play3D(so, sob); |
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return wave; |
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} |
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void OnSoundEvent(int event_id, string event_user_string) |
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{ |
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AnimSoundEvent sound_event = GetCreatureAIType().GetSoundEvent(event_id); |
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if(sound_event != NULL) |
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{ |
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ProcessSoundEvent(sound_event); |
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} |
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} |
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void OnSoundVoiceEvent(int event_id, string event_user_string) |
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{ |
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AnimSoundVoiceEvent voice_event = GetCreatureAIType().GetSoundVoiceEvent(event_id); |
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if(voice_event != NULL) |
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{ |
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ProcessSoundVoiceEvent(voice_event); |
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} |
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} |
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void OnStepEvent(int event_id, string event_user_string) |
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{ |
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AnimStepEvent step_event = GetCreatureAIType().GetStepEvent(event_id); |
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if(step_event != NULL) |
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{ |
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ProcessStepEvent(step_event); |
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} |
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} |
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void OnDamageEvent(int event_id, string event_user_string) |
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{ |
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AnimDamageEvent damage_event = GetCreatureAIType().GetDamageEvent(event_id); |
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if(damage_event != NULL) |
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{ |
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ProcessDamageEvent(damage_event); |
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} |
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} |
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protected void RegisterAnimEvents() |
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{ |
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if(!RegisterAnimationEvent("Sound", "OnSoundEvent")) |
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{ |
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Print("Error registering anim. event (Sound)"); |
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} |
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if(!RegisterAnimationEvent("SoundVoice", "OnSoundVoiceEvent")) |
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{ |
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Print("Error registering anim. event (SoundVoice)"); |
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} |
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if(!GetGame().IsDedicatedServer()) |
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{ |
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if(!RegisterAnimationEvent("Step", "OnStepEvent")) |
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{ |
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Print("Error registering anim. event (Step)"); |
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} |
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} |
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if(!RegisterAnimationEvent("Damage", "OnDamageEvent")) |
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{ |
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Print("Error registering anim. event (Damage)"); |
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} |
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} |
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private void ProcessSoundEvent(AnimSoundEvent sound_event) |
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{ |
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if(!GetGame().IsDedicatedServer()) |
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{ |
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SoundObjectBuilder objectBuilder = sound_event.GetSoundBuilder(); |
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if(NULL != objectBuilder) |
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{ |
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objectBuilder.AddEnvSoundVariables(GetPosition()); |
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SoundObject soundObject = objectBuilder.BuildSoundObject(); |
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PlaySound(soundObject, objectBuilder); |
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} |
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} |
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if(GetGame().IsServer()) |
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{ |
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if(sound_event.m_NoiseParams != NULL) |
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GetGame().GetNoiseSystem().AddNoise(this, sound_event.m_NoiseParams); |
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} |
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} |
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private void ProcessSoundVoiceEvent(AnimSoundVoiceEvent sound_event) |
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{ |
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if(!GetGame().IsDedicatedServer()) |
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{ |
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SoundObjectBuilder objectBuilder = sound_event.GetSoundBuilder(); |
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if(NULL != objectBuilder) |
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{ |
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objectBuilder.AddEnvSoundVariables(GetPosition()); |
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SoundObject soundObject = objectBuilder.BuildSoundObject(); |
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AttenuateSoundIfNecessary(soundObject); |
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PlaySound(soundObject, objectBuilder); |
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} |
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} |
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if(GetGame().IsServer()) |
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{ |
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if(sound_event.m_NoiseParams != NULL) |
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GetGame().GetNoiseSystem().AddNoise(this, sound_event.m_NoiseParams); |
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} |
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} |
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private void ProcessStepEvent(AnimStepEvent step_event) |
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{ |
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SoundObjectBuilder soundBuilder = step_event.GetSoundBuilder(GetSurfaceType().Hash()); |
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if(soundBuilder == NULL) |
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return; |
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soundBuilder.AddEnvSoundVariables(GetPosition()); |
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SoundObject soundObject = soundBuilder.BuildSoundObject(); |
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AttenuateSoundIfNecessary(soundObject); |
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PlaySound(soundObject, soundBuilder); |
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} |
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private void ProcessDamageEvent(AnimDamageEvent damage_event) |
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{ |
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AddDamageSphere(damage_event.m_DamageParams); |
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} |
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protected void AttenuateSoundIfNecessary(SoundObject soundObject) |
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{ |
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if (GetGame().GetPlayer() != NULL && (IsSoundInsideBuilding() != GetGame().GetPlayer().IsSoundInsideBuilding() || GetGame().GetPlayer().IsCameraInsideVehicle())) |
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{ |
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soundObject.SetKind(WaveKind.WAVEATTALWAYS); |
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} |
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else |
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{ |
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soundObject.SetKind(WaveKind.WAVEEFFECTEX); |
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} |
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} |
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bool ResistContaminatedEffect() |
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{ |
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return false; |
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} |
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bool IsDanger() |
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{ |
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return false; |
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} |
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string CaptureSound() |
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{ |
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return ""; |
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} |
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string ReleaseSound() |
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{ |
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return ""; |
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} |
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void CinematicTakeControl(DayZPlayer player) |
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{ |
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m_CinematicPlayer = player; |
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} |
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bool CinematicCanJump() |
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{ |
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return true; |
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} |
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override bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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{ |
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if (!m_CinematicPlayer) |
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{ |
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return super.ModCommandHandlerBefore(pDt, pCurrentCommandID, pCurrentCommandFinished); |
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} |
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UAInterface input = m_CinematicPlayer.GetInputInterface(); |
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DayZCreatureAIInputController controller; |
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GetGame().GameScript.CallFunction(this, "GetInputController", controller, 0); |
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if (!input || !controller) |
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{ |
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return super.ModCommandHandlerBefore(pDt, pCurrentCommandID, pCurrentCommandFinished); |
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} |
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float movementX = input.SyncedValue_ID(UAAimRight) - input.SyncedValue_ID(UAAimLeft); |
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float maxTurnSpeed = 100.0; |
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movementX = Math.Clamp(movementX * maxTurnSpeed * pDt, -180, 180); |
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if (input.SyncedValue_ID(UALookAround) > 0) |
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{ |
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movementX = 0; |
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} |
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bool isJump = input.SyncedValue_ID(UAGetOver) > 0; |
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bool isMove = input.SyncedValue_ID(UAMoveForward) > 0; |
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bool isRest = input.SyncedValue_ID(UAMoveBack) > 0; |
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bool isSleep = input.SyncedValue_ID(UAReloadMagazine) > 0; |
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float heading = GetOrientation()[0] + movementX; |
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int iAlert = 0; |
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float fAlert = 0; |
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int iSpeed = 0; |
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float fSpeed = 0; |
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if (isMove) |
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{ |
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iAlert = 1; |
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fAlert = 0.2; |
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bool isSprint = input.SyncedValue_ID(UATurbo) > 0; |
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bool isJog = input.SyncedValue_ID(UAWalkRunTemp) > 0; |
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bool isWalk = !isSprint && !isJog; |
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if (isSprint) |
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{ |
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iSpeed = 3; |
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} |
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else if (isJog) |
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{ |
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iSpeed = 2; |
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} |
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else if (isWalk) |
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{ |
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iSpeed = 1; |
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} |
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} |
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DayZAnimalInputController animalController; |
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if (Class.CastTo(animalController, controller)) |
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{ |
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animalController.OverrideBehaviourSlot(true, DayZAnimalBehaviourSlot.NON_SPECIFIC_THREAT); |
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animalController.OverrideBehaviourAction(true, DayZAnimalBehaviourAction.TRAVELING_INPUT); |
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if (!isMove) |
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{ |
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if (isRest) |
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{ |
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iSpeed = 0; |
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animalController.OverrideBehaviourAction(true, DayZAnimalBehaviourAction.IDLE1_INPUT); |
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} |
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if (isSleep) |
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{ |
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iSpeed = 0; |
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animalController.OverrideBehaviourAction(true, DayZAnimalBehaviourAction.WALKING_INPUT); |
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} |
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} |
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} |
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bool lowVel = GetVelocity(this).Length() < 0.5; |
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if (iSpeed > 0 && lowVel) |
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{ |
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iAlert = 4; |
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fAlert = 1.0; |
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iSpeed = 3; |
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} |
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if (animalController) |
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{ |
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switch (iSpeed) |
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{ |
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case 0: |
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fSpeed = 0; |
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|
break; |
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case 1: |
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|
fSpeed = 2; |
|
|
break; |
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|
case 2: |
|
|
fSpeed = 3; |
|
|
break; |
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|
case 3: |
|
|
fSpeed = 5; |
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|
break; |
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} |
|
|
} |
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|
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controller.OverrideTurnSpeed(true, Math.PI2 / pDt); |
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|
controller.OverrideMovementSpeed(true, fSpeed); |
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|
controller.OverrideHeading(true, heading * Math.DEG2RAD); |
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|
controller.OverrideAlertLevel(true, true, iAlert, fAlert); |
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|
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if (CinematicCanJump() && isJump) |
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|
{ |
|
|
controller.OverrideJump(true, 101, 2.0); |
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|
} |
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|
|
return true; |
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|
} |
|
|
} |
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|
|
enum DayZAnimalConstants |
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|
{ |
|
|
COMMANDID_MOVE, |
|
|
COMMANDID_JUMP, |
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|
COMMANDID_DEATH, |
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|
COMMANDID_HIT, |
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|
COMMANDID_ATTACK, |
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|
COMMANDID_SCRIPT, |
|
|
}; |
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|
|
class DayZAnimalCommandMove extends AnimCommandBase |
|
|
{ |
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|
|
} |
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|
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class DayZAnimalCommandAttack extends AnimCommandBase |
|
|
{ |
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|
|
} |
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|
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class DayZAnimalCommandJump extends AnimCommandBase |
|
|
{ |
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|
|
} |
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|
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class DayZAnimalCommandLookAt extends AnimCommandBase |
|
|
{ |
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|
|
} |
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|
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class DayZAnimalCommandBehaviourModifier extends AnimCommandBase |
|
|
{ |
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|
|
} |
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|
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class DayZAnimalCommandHit extends AnimCommandBase |
|
|
{ |
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|
|
} |
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|
|
class DayZAnimalCommandDeath extends AnimCommandBase |
|
|
{ |
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|
|
} |
|
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|
|
class DayZAnimalCommandAnimCallback extends AnimCommandBase |
|
|
{ |
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|
|
} |
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|
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class DayZAnimalCommandScript extends AnimCommandBase |
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{ |
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proto native void SetFlagFinished(bool pFinished); |
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proto native bool PrePhys_GetTranslation(out vector pOutTransl); |
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proto native bool PrePhys_GetRotation(out float pOutRot[4]); |
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proto native void PrePhys_SetTranslation(vector pInTransl); |
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proto native void PrePhys_SetRotation(float pInRot[4]); |
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bool PostPhysUpdate(float pDt); |
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proto native void PostPhys_GetPosition(out vector pOutTransl); |
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proto native void PostPhys_GetRotation(out float pOutRot[4]); |
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proto native void PostPhys_SetPosition(vector pInTransl); |
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proto native void PostPhys_SetRotation(float pInRot[4]); |
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proto native void PostPhys_LockRotation(); |
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} |
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class DayZAnimal extends DayZCreatureAI |
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{ |
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protected ref array<ref DayZAIHitComponent> m_HitComponentsForAI; |
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protected string m_DefaultHitComponent; |
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protected string m_DefaultHitPositionComponent; |
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protected vector m_DefaultHitPosition; |
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proto native DayZAnimalInputController GetInputController(); |
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proto native void StartCommand_Death(int pType, int pDirection); |
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proto native void StartCommand_Move(); |
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proto native void StartCommand_Jump(); |
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proto native void StartCommand_Attack(); |
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proto native void StartCommand_Hit(int pType, int pDirection); |
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proto native DayZAnimalCommandScript StartCommand_Script(DayZAnimalCommandScript pInfectedCommand); |
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proto native DayZAnimalCommandScript StartCommand_ScriptInst(typename pCallbackClass); |
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proto native DayZAnimalCommandScript GetCommand_Script(); |
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proto native void SignalAIAttackStarted(); |
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proto native void SignalAIAttackEnded(); |
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void DayZAnimal() |
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{ |
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m_HitComponentsForAI = new array<ref DayZAIHitComponent>; |
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RegisterHitComponentsForAI(); |
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m_DefaultHitPosition = SetDefaultHitPosition(GetDefaultHitPositionComponent()); |
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} |
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override bool IsHealthVisible() |
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{ |
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return false; |
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} |
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override bool IsAnimal() |
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{ |
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return true; |
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} |
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override bool IsInventoryVisible() |
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{ |
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return false; |
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} |
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override int GetHideIconMask() |
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{ |
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return EInventoryIconVisibility.HIDE_VICINITY; |
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} |
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void CommandHandler(float dt, int currentCommandID, bool currentCommandFinished) |
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{ |
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DayZAnimalInputController inputController = GetInputController(); |
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if( ModCommandHandlerBefore(dt, currentCommandID, currentCommandFinished) ) |
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{ |
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return; |
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} |
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if (HandleDeath(currentCommandID, inputController)) |
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{ |
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return; |
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} |
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if (currentCommandFinished) |
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{ |
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if (currentCommandID == DayZAnimalConstants.COMMANDID_ATTACK) |
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{ |
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SignalAIAttackEnded(); |
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} |
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StartCommand_Move(); |
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return; |
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} |
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if( ModCommandHandlerInside(dt, currentCommandID, currentCommandFinished) ) |
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{ |
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return; |
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} |
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if (HandleDamageHit(currentCommandID)) |
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{ |
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if (currentCommandID == DayZAnimalConstants.COMMANDID_ATTACK) |
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{ |
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SignalAIAttackEnded(); |
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} |
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return; |
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} |
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if (currentCommandID == DayZAnimalConstants.COMMANDID_MOVE) |
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{ |
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if (inputController.IsJump()) |
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{ |
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StartCommand_Jump(); |
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return; |
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} |
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if (inputController.IsAttack()) |
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{ |
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StartCommand_Attack(); |
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SignalAIAttackStarted(); |
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return; |
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} |
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} |
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if( ModCommandHandlerAfter(dt, currentCommandID, currentCommandFinished) ) |
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{ |
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return; |
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} |
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} |
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bool m_DamageHitToProcess = false; |
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int m_DamageHitType = 0; |
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int m_DamageHitDirection = 0; |
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bool HandleDeath(int currentCommandID, DayZAnimalInputController inputController) |
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{ |
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if (inputController.IsDead()) |
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{ |
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if (currentCommandID == DayZAnimalConstants.COMMANDID_DEATH) |
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{ |
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return true; |
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} |
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if (m_DamageHitToProcess) |
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{ |
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m_DamageHitToProcess = false; |
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StartCommand_Death(m_DamageHitType, m_DamageHitDirection); |
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} |
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else |
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{ |
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StartCommand_Death(0, 0); |
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} |
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return true; |
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} |
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return false; |
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} |
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bool HandleDamageHit(int currentCommandID) |
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{ |
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if (m_DamageHitToProcess) |
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{ |
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m_DamageHitToProcess = false; |
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if (currentCommandID != DayZAnimalConstants.COMMANDID_HIT) |
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{ |
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StartCommand_Hit(m_DamageHitType, m_DamageHitDirection); |
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} |
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return true; |
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} |
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return false; |
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} |
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override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
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{ |
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super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos, speedCoef); |
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m_TransportHitRegistered = false; |
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int transferShockToDamageCoef = g_Game.ConfigGetInt(string.Format("%1 %2 DamageApplied transferShockToDamage", CFG_AMMO, ammo)); |
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if (transferShockToDamageCoef == 1) |
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{ |
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AddHealth("", "Health", -ConvertNonlethalDamage(damageResult.GetDamage(dmgZone, "Shock"), damageType)); |
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} |
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else |
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{ |
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ComponentAnimalBleeding animal_bleeding = ComponentAnimalBleeding.Cast( GetComponent( COMP_TYPE_ANIMAL_BLEEDING ) ); |
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animal_bleeding.CreateWound( damageResult, dmgZone, ammo ); |
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} |
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int type = 0; |
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int direction = 0; |
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if (ComputeDamageHitParams(source, dmgZone, ammo, type, direction) == true) |
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{ |
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QueueDamageHit(type, direction); |
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} |
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} |
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void QueueDamageHit(int type, int direction) |
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{ |
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m_DamageHitToProcess = true; |
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m_DamageHitType = type; |
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m_DamageHitDirection = direction; |
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} |
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bool ComputeDamageHitParams(EntityAI source, string dmgZone, string ammo, out int type, out int direction) |
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{ |
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type = 0; |
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float angleDeg = ComputeHitDirectionAngleDeg(source); |
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direction = TranslateHitAngleDegToDirectionIndex(angleDeg); |
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direction += FindComponentDirectionOffset(dmgZone); |
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return true; |
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} |
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float ComputeHitDirectionAngleDeg(EntityAI source) |
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{ |
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vector targetDirection = GetDirection(); |
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vector toSourceDirection = (source.GetPosition() - GetPosition()); |
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targetDirection[1] = 0; |
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toSourceDirection[1] = 0; |
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targetDirection.Normalize(); |
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toSourceDirection.Normalize(); |
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float cosFi = vector.Dot(targetDirection, toSourceDirection); |
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vector cross = targetDirection * toSourceDirection; |
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float dirAngleDeg = Math.Acos(cosFi) * Math.RAD2DEG; |
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if ( cross[1] < 0 ) |
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dirAngleDeg = -dirAngleDeg; |
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return dirAngleDeg; |
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} |
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int TranslateHitAngleDegToDirectionIndex(float angleDeg) |
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{ |
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if (angleDeg >= -20 && angleDeg <= 20) |
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{ |
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return 1; |
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} |
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else if (angleDeg < 0) |
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{ |
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return 2; |
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} |
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return 3; |
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} |
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int FindComponentDirectionOffset(string component) |
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{ |
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const int directionCount = 4; |
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int offset = 0; |
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if (component.Length() == 0) |
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{ |
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offset = 0; |
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} |
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else if (component == "Zone_Head") |
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{ |
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offset = directionCount; |
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} |
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else if (component == "Zone_Chest" || component == "Zone_Legs_Front" || component == "Zone_Spine_Front" || component == "Zone_Neck") |
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{ |
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offset = 2 * directionCount; |
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} |
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else |
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{ |
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offset = 3 * directionCount; |
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} |
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return offset; |
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} |
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override protected void EOnContact(IEntity other, Contact extra) |
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{ |
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if( !IsAlive() ) |
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return; |
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Transport transport = Transport.Cast(other); |
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if( transport ) |
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{ |
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if ( GetGame().IsServer() ) |
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{ |
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RegisterTransportHit(transport); |
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} |
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} |
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} |
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void RegisterHitComponentsForAI() |
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{ |
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m_DefaultHitComponent = "Zone_Chest"; |
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m_DefaultHitPositionComponent = "Pelvis"; |
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DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "Zone_Chest", 50); |
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} |
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override string GetHitComponentForAI() |
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{ |
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string hitComp; |
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if (DayZAIHitComponentHelpers.SelectMostProbableHitComponent(m_HitComponentsForAI, hitComp)) |
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{ |
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return hitComp; |
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} |
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return GetDefaultHitComponent(); |
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} |
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override string GetDefaultHitComponent() |
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{ |
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return m_DefaultHitComponent; |
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} |
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override string GetDefaultHitPositionComponent() |
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{ |
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return m_DefaultHitPositionComponent; |
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} |
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override vector GetDefaultHitPosition() |
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{ |
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return m_DefaultHitPosition; |
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} |
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protected vector SetDefaultHitPosition(string pSelection) |
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{ |
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return GetSelectionPositionMS(pSelection); |
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} |
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override protected float ConvertNonlethalDamage(float damage, DamageType damageType) |
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{ |
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switch (damageType) |
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{ |
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case DamageType.CLOSE_COMBAT: |
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return damage * GameConstants.NL_DAMAGE_CLOSECOMBAT_CONVERSION_ANIMALS; |
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case DamageType.FIRE_ARM: |
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return damage * GameConstants.NL_DAMAGE_FIREARM_CONVERSION_ANIMALS; |
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} |
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return super.ConvertNonlethalDamage(damage, damageType); |
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} |
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} |
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