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//! Manages all bleeding indicators and their updates
class GameplayEffectsDataBleeding extends GameplayEffectsData
{
protected bool m_Initialized; //tied to initialization of 'BleedingSourcesManagerBase' on player object, skips updates until ready, even when formally active
protected bool m_Visible; //overall visibility
protected ref map<int,ref BleedingIndicator> m_RegisteredInstances;
protected ref array<int> m_CleanupQueue;
protected ref array<int> m_RunningIndicators;
protected int m_LastDropIdx;
protected int m_ImageWidgetCount; //number of available blood drop image widgets
protected ref map<int,ref array<float>> m_ProbabilityMap;
protected ref array<Widget> m_PositioningFramesArray;
protected Widget m_BloodDropsFrame;
protected int m_LastPositionFrameUsed;
void GameplayEffectsDataBleeding(array<ref Widget> input, int type, int user_override = -1)
{
m_RegisteredInstances = new map<int,ref BleedingIndicator>;
m_CleanupQueue = new array<int>;
m_RunningIndicators = new array<int>;
m_Initialized = false;
}
override void Init(array<ref Widget> input, int type, Widget layout_root, int user_override = -1)
{
super.Init(input, type, layout_root, user_override);
m_WidgetArray.ShuffleArray(); //shuffles order of the widgets on every init
m_ImageWidgetCount = m_WidgetArray.Count();
m_BloodDropsFrame = m_LayoutRoot.FindAnyWidgetById(EffectWidgetsTypes.BLEEDING_LAYER);
m_Visible = g_Game.GetProfileOption(EDayZProfilesOptions.BLEEDINGINDICATION);
m_BloodDropsFrame.Show(m_Visible);
m_LastDropIdx = -1;
m_LastPositionFrameUsed = -1;
BuildProbabilityData(BleedingIndicationConstants.INDICATOR_SEVERITY_LOW,BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_LOW);
BuildProbabilityData(BleedingIndicationConstants.INDICATOR_SEVERITY_MEDIUM,BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_MEDIUM);
BuildProbabilityData(BleedingIndicationConstants.INDICATOR_SEVERITY_HIGH,BleedingIndicationConstants.SEQUENCE_DROP_AVERAGE_HIGH);
BuildPositioningData();
}
override bool HasDefinedHandle()
{
return true;
}
override bool DataInitialized()
{
return m_Initialized;
}
override void RegisterData(Param p)
{
if (m_Initialized)
{
#ifdef DEVELOPER
ErrorEx("" + this + " is already initialized, further registration not possible!");
#else
Debug.Log("ERROR: " + this + " is already initialized, further registration not possible!");
#endif
return;
}
//<finish registration,bit,flow_modifier>
Param3<bool,int,float> par;
if (Class.CastTo(par,p))
{
if (par.param1 == true) //finish registration
{
m_Initialized = true;
return;
}
RegisterBleedingIndicatorInstance(par.param2,par.param3);
}
}
void RegisterBleedingIndicatorInstance(int bit, float flow_modifier)
{
int severity = CalculateSeverity(flow_modifier);
BleedingIndicator indicator = new BleedingIndicator(bit,severity,this); //source_ID == bit for the purpose of pairing
m_RegisteredInstances.Set(bit,indicator);
}
void SpawnBleedingIndicator(int source_ID, vector position)
{
if (m_RunningIndicators.Find(source_ID) != -1)
{
return;
}
BleedingIndicator indicator = m_RegisteredInstances.Get(source_ID);
//indicator.InitIndicator(position); //would be nice if we could pair the indicator position to the hit position that caused the bleeding, wouldn't it
indicator.InitIndicator(GenerateSequenceRandomPosition());
m_RunningIndicators.Insert(source_ID);
}
int CalculateSeverity(float flow_modifier)
{
switch (flow_modifier)
{
case PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_LOW:
return BleedingIndicationConstants.INDICATOR_SEVERITY_LOW;
case PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_MEDIUM:
return BleedingIndicationConstants.INDICATOR_SEVERITY_MEDIUM;
case PlayerConstants.BLEEDING_SOURCE_FLOW_MODIFIER_HIGH:
return BleedingIndicationConstants.INDICATOR_SEVERITY_HIGH;
}
return BleedingIndicationConstants.INDICATOR_SEVERITY_LOW;
}
ImageWidget GetNextDropImage()
{
m_LastDropIdx++;
if (m_LastDropIdx > (m_ImageWidgetCount - 1))
{
m_LastDropIdx = 0;
}
return ImageWidget.Cast(m_WidgetArray[m_LastDropIdx]);
}
void StopBleedingIndicator(int source_ID, bool instant = false)
{
m_RegisteredInstances.Get(source_ID).StopIndicator(instant); //stop queued, evaluated on update!
}
void UpdateBleedingIndicators(float timeSlice)
{
BleedingIndicator bib;
for (int i = 0; i < m_RunningIndicators.Count(); i++)
{
bib = m_RegisteredInstances.Get(m_RunningIndicators[i]);
bib.Update(timeSlice);
if ( bib.GetEndNow() )
{
m_CleanupQueue.Insert(m_RunningIndicators[i]);
}
}
}
void CleanupBleedingIndicators()
{
for (int i = 0; i < m_CleanupQueue.Count(); i++)
{
m_RunningIndicators.RemoveItem(m_CleanupQueue[i]);
}
m_CleanupQueue.Clear();
}
override void Update(float timeSlice = 0, Param p = null, int handle = -1)
{
//starts or ends a bleeding indicator
if (p)
{
//start/stop of the indicator
//<state,bit,position,immediate>
Param4<bool,int,vector,bool> par;
//hide/show of bleeding effect visuals
//<state>
Param1<bool> parShow;
if (Class.CastTo(par,p))
{
bool state = par.param1;
if (state) //queue add indicator
{
SpawnBleedingIndicator(par.param2,par.param3);
}
else //queue stop indicator
{
StopBleedingIndicator(par.param2,par.param4);
}
}
else if (Class.CastTo(parShow,p) && m_Visible != parShow.param1)
{
m_Visible = parShow.param1;
m_BloodDropsFrame.Show(m_Visible);
}
}
//updates bleeding indicators
UpdateBleedingIndicators(timeSlice);
CleanupBleedingIndicators();
if (m_RunningIndicators.Count() <= 0)
{
GetGame().GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.BLEEDING_LAYER});
m_WidgetArray.ShuffleArray();
}
}
override void UpdateVisibility(bool state)
{
m_Visible = g_Game.GetProfileOption(EDayZProfilesOptions.BLEEDINGINDICATION); //ugh
//manage layout visibility
Widget w = m_BloodDropsFrame;
while (w && w != m_LayoutRoot && m_Visible == state && w.IsVisibleHierarchy() != state)
{
w.Show(state);
w = w.GetParent();
}
}
//! stops and re-sets indicators and images even out of sequence. Should still be tied to the 'player' update, though!
override void ForceStop()
{
super.ForceStop();
foreach (int i: m_RunningIndicators)
{
m_RegisteredInstances.Get(i).StopIndicator(true);
}
Update();
}
void BuildProbabilityData(int severity, float frequency)
{
if (!m_ProbabilityMap)
{
m_ProbabilityMap = new map<int,ref array<float>>;
}
array<float> probabilities = new array<float>;
for (int i = 0; i < BleedingIndicationConstants.SEQUENCE_STEPS; i++)
{
probabilities.Insert(Math.Poisson(frequency,i));
}
m_ProbabilityMap.Insert(severity,probabilities);
}
array<float> GetProbabilities(int severity)
{
array<float> ret = m_ProbabilityMap.Get(severity);
if (!ret)
{
ErrorEx("No defined data for the selected severity!");
}
return ret;
}
void BuildPositioningData()
{
Widget frameParent = m_LayoutRoot.FindAnyWidget("PoisitioningFrames");
if (frameParent)
{
if (!m_PositioningFramesArray)
{
m_PositioningFramesArray = new array<Widget>;
}
Widget frame = frameParent.GetChildren();
while (frame)
{
m_PositioningFramesArray.Insert(frame);
frame = frame.GetSibling();
}
}
}
vector GenerateSequenceRandomPosition()
{
if (m_PositioningFramesArray)
{
int arrayCount = m_PositioningFramesArray.Count();
int index = Math.RandomInt(0,arrayCount);
if (index == m_LastPositionFrameUsed)
{
index++;
if (index >= arrayCount)
{
index = 0;
}
}
Widget frame = m_PositioningFramesArray[index];
m_LastPositionFrameUsed = index;
if (frame)
{
int screenX,screenY;
float x,y,x_size,y_size;
frame.GetScreenPos(x,y);
frame.GetScreenSize(x_size,y_size);
x = Math.RandomFloatInclusive(x,x+x_size);
y = Math.RandomFloatInclusive(y,y+y_size);
return Vector(x,y,0);
}
}
return vector.Zero;
}
}