| typedef map<int,float> BleedChanceMaxMap; |
|
|
| |
| class BleedChanceData : Managed |
| { |
| private static const float BLOOD_HITPOINTS_UNIVERSAL = 100.0; |
| |
| private static ref map<string, ref BleedChanceMaxMap> m_DamageTypeMap; |
| |
| static void InitBleedChanceData() |
| { |
| m_DamageTypeMap = new map<string,ref BleedChanceMaxMap>(); |
| |
| InitMeleeChanceMap(); |
| InitInfectedChanceMap(); |
| } |
| |
| static void InitMeleeChanceMap() |
| { |
| if (m_DamageTypeMap.Contains("Melee")) |
| ErrorEx("'Melee' damage type bleed chances already initialized!"); |
| |
| BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap(); |
| |
| |
| bleedChanceMaxMap.Set(0,0.0); |
| bleedChanceMaxMap.Set(10,5.0); |
| bleedChanceMaxMap.Set(20,15.0); |
| bleedChanceMaxMap.Set(30,23.4); |
| bleedChanceMaxMap.Set(40,31.2); |
| bleedChanceMaxMap.Set(50,39.0); |
| bleedChanceMaxMap.Set(60,46.8); |
| bleedChanceMaxMap.Set(70,54.6); |
| bleedChanceMaxMap.Set(80,62.4); |
| bleedChanceMaxMap.Set(90,70.2); |
| bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0); |
| |
| m_DamageTypeMap.Set("Melee",bleedChanceMaxMap); |
| } |
| |
| static void InitInfectedChanceMap() |
| { |
| if (m_DamageTypeMap.Contains("Infected")) |
| ErrorEx("'Infected' damage type bleed chances already initialized!"); |
| |
| BleedChanceMaxMap bleedChanceMaxMap = new BleedChanceMaxMap(); |
| |
| |
| bleedChanceMaxMap.Set(0,0.0); |
| bleedChanceMaxMap.Set(10,5.0); |
| bleedChanceMaxMap.Set(20,15.0); |
| bleedChanceMaxMap.Set(30,27.5); |
| bleedChanceMaxMap.Set(40,40.0); |
| bleedChanceMaxMap.Set(50,55.0); |
| bleedChanceMaxMap.Set(60,60.0); |
| bleedChanceMaxMap.Set(70,70.0); |
| bleedChanceMaxMap.Set(80,75.0); |
| bleedChanceMaxMap.Set(90,85.0); |
| bleedChanceMaxMap.Set(BLOOD_HITPOINTS_UNIVERSAL,100.0); |
| |
| m_DamageTypeMap.Set("Infected",bleedChanceMaxMap); |
| } |
| |
| static void Cleanup() |
| { |
| delete m_DamageTypeMap; |
| } |
| |
| |
| static bool CalculateBleedChance(string damageType, float bloodDamage, float bleedThreshold, out float bleedChance) |
| { |
| map<int,float> bleedChanceMap = m_DamageTypeMap.Get(damageType); |
| if (!bleedChanceMap) |
| return false; |
| |
| float armor = bloodDamage / BLOOD_HITPOINTS_UNIVERSAL; |
| float valueHigher = Math.Max(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL; |
| float valueLower = Math.Min(bleedThreshold,armor) * BLOOD_HITPOINTS_UNIVERSAL; |
| |
| #ifdef DEVELOPER |
| if (LogManager.IsBleedingChancesLogEnable()) |
| { |
| Debug.BleedingChancesLog(armor.ToString(), "BleedChanceData" , "n/a", "armor:"); |
| Debug.BleedingChancesLog(bleedThreshold.ToString(), "BleedChanceData" , "n/a", "bleedThreshold:"); |
| } |
| #endif |
| |
| |
| if (valueLower > BLOOD_HITPOINTS_UNIVERSAL) |
| { |
| bleedChance = 1.0; |
| |
| #ifdef DEVELOPER |
| if (LogManager.IsBleedingChancesLogEnable()) |
| { |
| Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "Unhandleed values, default bleeding chance used:"); |
| } |
| #endif |
| |
| return true; |
| } |
| |
| if (bleedChanceMap.Contains(valueLower)) |
| { |
| bleedChance = bleedChanceMap.Get(valueLower) * valueHigher / 10000; |
| } |
| else |
| { |
| float chanceMaxActual; |
| |
| float floor = Math.Floor(valueLower / 10) * 10; |
| float ceil = Math.Ceil(valueLower / 10) * 10; |
| float pos = Math.InverseLerp(floor,ceil,valueLower); |
| |
| float chanceMin = bleedChanceMap.Get(floor); |
| float chanceMax = bleedChanceMap.Get(ceil); |
| |
| chanceMaxActual = Math.Lerp(chanceMin,chanceMax,pos); |
| bleedChance = valueHigher * chanceMaxActual / 10000; |
| } |
| |
| #ifdef DEVELOPER |
| if (LogManager.IsBleedingChancesLogEnable()) |
| { |
| Debug.BleedingChancesLog(bleedChance.ToString(), "BleedChanceData" , "n/a", "bleeding chance:"); |
| } |
| #endif |
| |
| return true; |
| } |
| } |