DIFF

UndergroundHandlerClient.c

enum EUndergroundPresence
{
	NONE,//player is not interacting with underground at any level
	OUTER,//player is on the outskirts of the underdound, some effects are already in effect, while others might not be
	TRANSITIONING,//player has entered underground and is in the process of screen darkening transition
	FULL//the player is now fully entered underground
}

class UndergroundHandlerClient
{
	const float LIGHT_BLEND_SPEED_IN = 5;
	const float LIGHT_BLEND_SPEED_OUT = 1.75;
	const float MAX_RATIO = 0.9;//how much max ratio between 0..1 can a single breadcrumb occupy 
	const float RATIO_CUTOFF = 0;//what's the minimum ratio a breadcrumb needs to have to be considered when calculatiing accommodation
	const float DISTANCE_CUTOFF = 5;//we ignore breadcrumbs further than this distance
	const float ACCO_MODIFIER = 1;//when we calculate eye accommodation between 0..1 based on the breadcrumbs values and distances, we multiply the result by this modifier to get the final eye accommodation value
	const float DEFAULT_INTERPOLATION_SPEED = 7;
	const string UNDERGROUND_LIGHTING = "dz\\data\\lighting\\lighting_underground.txt";
	protected ref AnimationTimer 	m_AnimTimerLightBlend;
	
	protected PlayerBase 				m_Player;
	protected PPERUndergroundAcco 		m_Requester;
	protected PPERequester_CameraNV 	m_NVRequester;
	protected ref set<UndergroundTrigger> m_InsideTriggers = new set<UndergroundTrigger>();
	
	protected float 		m_EyeAccoTarget = 1;
	protected float 		m_AccoInterpolationSpeed;
	protected float 		m_EyeAcco = 1;
	protected float 		m_LightingLerpTarget;
	protected float 		m_LightingLerp;
	protected string		m_AmbientController; // active sound controlelr for ambient
	protected EffectSound 	m_AmbientSound;
	
	protected UndergroundTrigger m_BestTrigger;
	protected UndergroundTrigger m_TransitionalTrigger;
	
	void UndergroundHandlerClient(PlayerBase player)
	{
		g_Game.GetWorld().LoadUserLightingCfg(UNDERGROUND_LIGHTING, "Underground");
		m_Player = player;
		m_NVRequester = PPERequester_CameraNV.Cast(PPERequesterBank.GetRequester(PPERequesterBank.REQ_CAMERANV));
	}
	
	void ~UndergroundHandlerClient()
	{
		if (g_Game)
		{
			g_Game.GetWorld().SetExplicitVolumeFactor_EnvSounds2D(1, 0.5);
			g_Game.GetWeather().SuppressLightningSimulation(false);
			g_Game.GetWorld().SetUserLightingLerp(0);
			if (m_AmbientSound)
				m_AmbientSound.Stop();
		}
	}
	
	protected PPERUndergroundAcco GetRequester()
	{
		if (!m_Requester)
		{
			m_Requester = PPERUndergroundAcco.Cast(PPERequesterBank.GetRequester( PPERequesterBank.REQ_UNDERGROUND));
			m_Requester.Start();
		}
		return m_Requester;
	}
	
	void OnTriggerEnter(UndergroundTrigger trigger)
	{
		m_InsideTriggers.Insert(trigger);
		OnTriggerInsiderUpdate();
	}
	
	void OnTriggerLeave(UndergroundTrigger trigger)
	{
	 	int index = m_InsideTriggers.Find(trigger);
		if (index != -1)
			m_InsideTriggers.Remove(index);

		OnTriggerInsiderUpdate();
	}
	
	protected void CalculateEyeAccoTarget()
	{
		if (!m_TransitionalTrigger)
			return;
		
 		if (m_TransitionalTrigger.m_Data.UseLinePointFade && m_TransitionalTrigger.m_Data.Breadcrumbs.Count() >= 2)
		{
			CalculateLinePointFade();
		}
		else if (m_TransitionalTrigger.m_Data.Breadcrumbs.Count() >= 1)
		{
			CalculateBreadCrumbs();
		}
	}
	
	protected void CalculateBreadCrumbs()
	{
		float closestDist = float.MAX;
		array<float> distances = new array<float>();
		array<float> distancesInverted = new array<float>();

		int excludeMask = 0;
		foreach (int indx, auto crumb : m_TransitionalTrigger.m_Data.Breadcrumbs)
		{
			if (indx > 32)//error handling for exceeding this limit is handled elsewhere
				break;
			
			float dist = vector.Distance(m_Player.GetPosition(), crumb.GetPosition());
			float crumbRadius = m_TransitionalTrigger.m_Data.Breadcrumbs[indx].Radius;
			float maxRadiusAllowed = DISTANCE_CUTOFF;
			
			switch (crumb.ExternalValueController.Type)
			{
				case "DoorState":
				{
					BreadcrumbDoorStateController ctrl = new BreadcrumbDoorStateController(crumb.ExternalValueController.Params);
					if (!ctrl || (ctrl && ctrl.SelectionName == ""))
						break;

					Building building = Building.Cast(m_TransitionalTrigger.GetTriggerParentObject());
					if (!building)
						break;

					float animPhase = building.GetAnimationPhase(ctrl.SelectionName);
					m_LightingLerpTarget = Math.Clamp(Easing.EaseInOutQuint(1 - animPhase), 0.0, 1.0);
					m_LightingLerp = Easing.EaseInQuint(1 - Math.Remap(0.2, 0.5, 0.0, 1.0, animPhase));
					m_EyeAccoTarget = Math.Remap(0.2, 0.5, 0.0, m_TransitionalTrigger.m_Data.Breadcrumbs[indx].EyeAccommodation, animPhase * ACCO_MODIFIER);

					return;
				}
			}
			
			if (crumbRadius != -1)
				maxRadiusAllowed = crumbRadius;
			if (dist > maxRadiusAllowed)
				excludeMask = (excludeMask | (1 << indx));
			else if (m_TransitionalTrigger.m_Data.Breadcrumbs[indx].UseRaycast)
			{
				vector rayStart;
				MiscGameplayFunctions.GetHeadBonePos(m_Player, rayStart);
				vector rayEnd = crumb.GetPosition();
				vector hitPos, hitNormal;
				float hitFraction;
				Object hitObj;

				if (DayZPhysics.RayCastBullet(rayStart, rayEnd,PhxInteractionLayers.TERRAIN | PhxInteractionLayers.ROADWAY| PhxInteractionLayers.BUILDING, null, hitObj, hitPos, hitNormal, hitFraction))
				{
					excludeMask = (excludeMask | (1 << indx));
				}
			}
			
			distances.Insert(dist);
			
			#ifdef DIAG_DEVELOPER
			if ( DiagMenu.GetBool(DiagMenuIDs.UNDERGROUND_SHOW_BREADCRUMB) )
				Debug.DrawSphere(crumb.GetPosition(),0.1, COLOR_RED, ShapeFlags.ONCE);
			#endif
		}
		
		float baseDst = distances[0];
		float sum = 0;

		foreach (float dst:distances)
		{
			if (dst == 0) 
				dst = 0.1;
			float dstInv = (baseDst / dst) * baseDst;
			sum += dstInv;
			distancesInverted.Insert(dstInv);
		}
		
		float sumCheck = 0;
		float eyeAcco = 0;
		foreach (int i, float dstInvert:distancesInverted)
		{
			if ((1 << i) & excludeMask)
				continue;
			
			float ratio = dstInvert / sum;
			if (ratio > MAX_RATIO)
				ratio = MAX_RATIO;
			
			if (ratio > RATIO_CUTOFF)
			{
				#ifdef DIAG_DEVELOPER
				if (DiagMenu.GetBool(DiagMenuIDs.UNDERGROUND_SHOW_BREADCRUMB) )
				{
					float intensity = (1-ratio) * 255;
					Debug.DrawLine(g_Game.GetPlayer().GetPosition() + "0 1 0", m_TransitionalTrigger.m_Data.Breadcrumbs[i].GetPosition(),ARGB(0,255,intensity,intensity),ShapeFlags.ONCE);
				}
				#endif
				
				eyeAcco += ratio * m_TransitionalTrigger.m_Data.Breadcrumbs[i].EyeAccommodation;
			}
		}
		
		m_EyeAccoTarget = eyeAcco * ACCO_MODIFIER;
	}
		
	protected void CalculateLinePointFade()
	{
		array<ref JsonUndergroundAreaBreadcrumb> points = m_TransitionalTrigger.m_Data.Breadcrumbs;
		JsonUndergroundAreaBreadcrumb startPoint = points[0];
		JsonUndergroundAreaBreadcrumb endPoint = points[points.Count() - 1];
		vector playerPos = m_Player.GetPosition();
		
		bool forceAcco;
		float acco;
		float accoMax = m_TransitionalTrigger.m_Data.Breadcrumbs[0].EyeAccommodation;
		float accoMin = endPoint.EyeAccommodation;
		JsonUndergroundAreaBreadcrumb closestPoint;
		JsonUndergroundAreaBreadcrumb secondaryPoint;
		float distanceToClosest;
		float distanceToSecondary;
		float distanceBetweenPoints;
		
		foreach (JsonUndergroundAreaBreadcrumb point : points) //identify closest segment
		{
			float dist = vector.DistanceSq(playerPos, point.GetPosition());
			if (!closestPoint || dist < distanceToClosest)
			{
				if (closestPoint)
				{
					secondaryPoint = closestPoint;
					distanceToSecondary = distanceToClosest;
				}
				closestPoint = point;
				distanceToClosest = dist;
			}
			else if (!secondaryPoint || dist < secondaryPoint)
			{
				secondaryPoint = point;
				distanceToSecondary = dist;
			}
			
			#ifdef DIAG_DEVELOPER
			if (DiagMenu.GetBool(DiagMenuIDs.UNDERGROUND_SHOW_BREADCRUMB))
				Debug.DrawSphere(point.GetPosition(),0.1, COLOR_RED, ShapeFlags.ONCE);
			#endif
		}
		
		distanceBetweenPoints = vector.DistanceSq(closestPoint.GetPosition(), secondaryPoint.GetPosition());

		if (closestPoint == startPoint && secondaryPoint == points[1] && distanceToSecondary > distanceBetweenPoints) // before first point, do nothing
			acco = accoMax;
		else if (closestPoint == endPoint && secondaryPoint == points[points.Count() - 2] && distanceToSecondary > distanceBetweenPoints) // past second point, do nothing
			acco = accoMin;
		else // between the two points, lerp
		{
			if (closestPoint == endPoint)
				secondaryPoint = points[points.Count() - 2];
			else if (closestPoint == startPoint)
				secondaryPoint = points[1];
			else if (distanceBetweenPoints < distanceToClosest || distanceBetweenPoints < distanceToSecondary)
			{
				JsonUndergroundAreaBreadcrumb nexPoint = points[points.Find(closestPoint) + 1];
				if (vector.DistanceSq(playerPos, nexPoint.GetPosition()) < vector.DistanceSq(closestPoint.GetPosition(), nexPoint.GetPosition()))
					secondaryPoint = nexPoint;
				else 
				{
					acco = closestPoint.EyeAccommodation;
					forceAcco = true;
				}
			}
				
			if (!forceAcco)
			{
				distanceToSecondary = vector.DistanceSq(playerPos, secondaryPoint.GetPosition());
				
				acco = distanceToSecondary / (distanceToClosest + distanceToSecondary); // progress
				acco = Math.Lerp(secondaryPoint.EyeAccommodation, closestPoint.EyeAccommodation, acco);
				
				if (points.Find(closestPoint) > points.Find(secondaryPoint))
					m_LightingLerpTarget = closestPoint.LightLerp;
				else 
					m_LightingLerpTarget = secondaryPoint.LightLerp;
				
			}
		}
		
		m_EyeAccoTarget = acco * ACCO_MODIFIER;
		
		if (m_LightingLerpTarget != m_LightingLerp && (!m_AnimTimerLightBlend || !m_AnimTimerLightBlend.IsRunning()))
		{
			if (m_LightingLerpTarget == 1)
			{
				m_AnimTimerLightBlend = new AnimationTimer();
				m_AnimTimerLightBlend.Run(1, this, "OnUpdateTimerIn", "OnUpdateTimerEnd",0, false, LIGHT_BLEND_SPEED_IN);
			}
			else 
			{
				m_AnimTimerLightBlend = new AnimationTimer();
				m_AnimTimerLightBlend.Run(0, this, "OnUpdateTimerOut", "OnUpdateTimerEnd",m_LightingLerp, false, LIGHT_BLEND_SPEED_OUT);
			}
		}
		
		#ifdef DIAG_DEVELOPER
			if (DiagMenu.GetBool(DiagMenuIDs.UNDERGROUND_SHOW_BREADCRUMB))
			{
				vector headPosition;
				MiscGameplayFunctions.GetHeadBonePos(m_Player, headPosition);
				Debug.DrawLine(headPosition, closestPoint.GetPosition(), COLOR_YELLOW, ShapeFlags.ONCE);
				if (acco != accoMin && acco != accoMax)
					Debug.DrawLine(closestPoint.GetPosition(), secondaryPoint.GetPosition(), COLOR_RED, ShapeFlags.ONCE);
			
				DbgUI.Begin(String("Underground Areas"), 20, 20);
				DbgUI.Text(String("Closest point id: " + points.Find(closestPoint)));
				DbgUI.Text(String("Second closest id: " + points.Find(secondaryPoint)));
				DbgUI.End();
			}
		#endif
	}
	
	protected void ProcessEyeAcco(float timeSlice)
	{
		CalculateEyeAccoTarget();
		bool reachedTarget = CalculateEyeAcco(timeSlice);
		ApplyEyeAcco();
		if(reachedTarget && !m_Player.m_UndergroundPresence)
		{
			GetRequester().Stop();
			UpdateNVGRequester(1);
			//m_NVRequester.SetUndergroundExposureCoef(1.0);
			m_Player.KillUndergroundHandler();
		}

	}
	
	protected void ProcessLighting(float timeSlice)
	{
		#ifdef DEVELOPER
		if (!DiagMenu.GetBool(DiagMenuIDs.UNDERGROUND_DISABLE_DARKENING) )
		{
			g_Game.GetWorld().SetUserLightingLerp(m_LightingLerp);
		}
		else
		{
			g_Game.GetWorld().SetUserLightingLerp(0);
		}
		#else
		g_Game.GetWorld().SetUserLightingLerp(m_LightingLerp);
		#endif
	}
	
	protected void ProcessSound(float timeSlice)
	{
		if (m_BestTrigger && m_BestTrigger.m_Data && m_BestTrigger.m_Data.AmbientSoundType != string.Empty)	// caves use sound controllers so EnvSounds2D shouldnt be touched
			return;
		
		// reduces all env sounds and increases ambient based on eye acco
		g_Game.GetWorld().SetExplicitVolumeFactor_EnvSounds2D(m_EyeAcco, 0);

		if (m_AmbientSound)
		{
			if (m_TransitionalTrigger && m_TransitionalTrigger.m_Data.Breadcrumbs.Count() >= 2)
				m_AmbientSound.SetSoundVolume(1-m_EyeAcco);
		}
	}
	
	void Tick(float timeSlice)
	{
		if (!m_Player.IsAlive())
			return;
		
		ProcessEyeAcco(timeSlice);
		ProcessLighting(timeSlice);
		ProcessSound(timeSlice);
		
		#ifdef DIAG_DEVELOPER
		if ( DiagMenu.GetBool(DiagMenuIDs.UNDERGROUND_SHOW_BREADCRUMB) )
		{
			DisplayDebugInfo(g_Game.GetWorld().GetEyeAccom(), m_LightingLerp);
		}
		#endif
		
	}
	
	protected void ApplyEyeAcco()
	{
		#ifdef DIAG_DEVELOPER
		if (!DiagMenu.GetBool(DiagMenuIDs.UNDERGROUND_DISABLE_DARKENING) )
		{
			GetRequester().SetEyeAccommodation(m_EyeAcco);
		}
		else
		{
			GetRequester().SetEyeAccommodation(1);
		}
		#else
		GetRequester().SetEyeAccommodation(m_EyeAcco);
		#endif
		
		float undergrounNVExposureCoef = m_EyeAcco;
		if (m_LightingLerp >= 1.0 || GetDayZGame().GetWorld().IsNight())
		{
			undergrounNVExposureCoef = 1.0;
		}
		//m_NVRequester.SetUndergroundExposureCoef(undergrounNVExposureCoef);
		UpdateNVGRequester(undergrounNVExposureCoef);
	}
	
	protected void UpdateNVGRequester(float value)
	{
		m_NVRequester.SetUndergroundExposureCoef(value);
	}
	
	protected bool CalculateEyeAcco(float timeSlice)
	{
		if (m_TransitionalTrigger || !m_Player.m_UndergroundPresence || (m_EyeAccoTarget == 1))
		{
			float accoDiff = m_EyeAccoTarget - m_EyeAcco;
			float increase = accoDiff * m_AccoInterpolationSpeed * timeSlice;
			m_EyeAcco += increase;
			if (Math.AbsFloat(accoDiff) < 0.01)
			{
				m_EyeAcco = m_EyeAccoTarget;
				return true;
			}
		}
		else
		{
			m_EyeAcco = m_EyeAccoTarget;
		}
		return false;
	}
	
	
	
	protected void OnTriggerInsiderUpdate()
	{
		EUndergroundTriggerType bestType = EUndergroundTriggerType.UNDEFINED;
		m_TransitionalTrigger = null;
		UndergroundTrigger bestTrigger;
		m_EyeAccoTarget = 1;
		m_AccoInterpolationSpeed = DEFAULT_INTERPOLATION_SPEED;

		foreach (auto t:m_InsideTriggers)
		{
			if (t.m_Type > bestType)
			{
				bestTrigger = t;
				bestType = t.m_Type; 
			}
		}
		//Print(m_InsideTriggers.Count());
		//Print(bestType);
		if (bestTrigger)
		{
			m_BestTrigger = bestTrigger;
			
			if (bestTrigger.m_Type == EUndergroundTriggerType.TRANSITIONING)
			{
				m_TransitionalTrigger = bestTrigger;
			}
			m_EyeAccoTarget = bestTrigger.m_Accommodation;
			if (bestTrigger.m_InterpolationSpeed != -1 && bestTrigger.m_InterpolationSpeed != 0)
				m_AccoInterpolationSpeed = bestTrigger.m_InterpolationSpeed;
		}
		
		SetUndergroundPresence(bestTrigger);
	}
	
	
	protected void SetUndergroundPresence(UndergroundTrigger trigger)
	{
		EUndergroundPresence newPresence = EUndergroundPresence.NONE;
		EUndergroundPresence oldPresence = m_Player.m_UndergroundPresence;
		
		if (trigger)
		{
			if (trigger.m_Type == EUndergroundTriggerType.OUTER)
				newPresence = EUndergroundPresence.OUTER;
			else if (trigger.m_Type == EUndergroundTriggerType.TRANSITIONING)
				newPresence = EUndergroundPresence.TRANSITIONING;
			else if (trigger.m_Type == EUndergroundTriggerType.INNER)
				newPresence = EUndergroundPresence.FULL;
		}
		
		if (newPresence != oldPresence)//was there a change ?
		{
			OnUndergroundPresenceUpdate(newPresence, oldPresence);
			m_Player.SetUnderground(newPresence);
		}
	}
	
	protected void EnableLights(bool enable)
	{
		foreach (ScriptedLightBase light:ScriptedLightBase.m_NightTimeOnlyLights)
		{
			light.SetVisibleDuringDaylight(enable);
		}
	}
	
	void OnUpdateTimerEnd();
	
	void OnUpdateTimerIn()
	{
		if (!m_AnimTimerLightBlend)
			return;
		float value01 = m_AnimTimerLightBlend.GetValue();
		float result = Easing.EaseInQuint(value01);
		m_LightingLerp = result;
		
	}
	
	void OnUpdateTimerOut()
	{
		if (!m_AnimTimerLightBlend)
			return;
		float value01 = m_AnimTimerLightBlend.GetValue();
		float result = Easing.EaseOutCubic(value01);
		m_LightingLerp = result;
	}
	
	protected void PlayAmbientSound()
	{
		if (m_BestTrigger)
		{
			if (m_BestTrigger.m_Data.AmbientSoundType != string.Empty)
			{
				m_AmbientController = m_BestTrigger.m_Data.AmbientSoundType;
				SetSoundControllerOverride(m_AmbientController, 1.0, SoundControllerAction.Overwrite);
			}
			if (m_BestTrigger.m_Data.AmbientSoundSet != string.Empty)
			{
				if (m_AmbientSound && m_BestTrigger.m_Data.AmbientSoundSet != m_AmbientSound.GetSoundSet())
					StopAmbientSound();

				m_Player.PlaySoundSetLoop(m_AmbientSound, m_BestTrigger.m_Data.AmbientSoundSet, 3, 3);
			}

		}
	}
	
	protected void StopAmbientSound()
	{
		if (m_AmbientController != string.Empty)
		{
			SetSoundControllerOverride(m_AmbientController, 0, SoundControllerAction.None);
			m_AmbientController = string.Empty;
		}
		else if (m_AmbientSound)
			m_Player.StopSoundSet(m_AmbientSound);
	}
	
	protected void OnUndergroundPresenceUpdate(EUndergroundPresence newPresence, EUndergroundPresence oldPresence)
	{
		//Print("-----> On Undeground Presence update " + EnumTools.EnumToString(EUndergroundPresence, newPresence) + " " + EnumTools.EnumToString(EUndergroundPresence, oldPresence));
		if (newPresence > EUndergroundPresence.NONE)
		{
			if (oldPresence == EUndergroundPresence.NONE)
			{
				EnableLights(true);
				if (m_BestTrigger && m_BestTrigger.m_Data)
					PlayAmbientSound();
			}
			if (newPresence > EUndergroundPresence.OUTER && oldPresence <= EUndergroundPresence.OUTER)
			{
				g_Game.GetWeather().SuppressLightningSimulation(true);		
				PlayAmbientSound();
			}
			if (newPresence == EUndergroundPresence.FULL)
			{
				m_AnimTimerLightBlend = new AnimationTimer();
				m_AnimTimerLightBlend.Run(1.0, this, "OnUpdateTimerIn", "OnUpdateTimerEnd", m_LightingLerp, false, LIGHT_BLEND_SPEED_IN);
			}
		}
		if (newPresence < EUndergroundPresence.FULL && oldPresence == EUndergroundPresence.FULL)
		{
			m_AnimTimerLightBlend = new AnimationTimer();
			m_AnimTimerLightBlend.Run(0.0, this, "OnUpdateTimerOut", "OnUpdateTimerEnd", m_LightingLerp, false, LIGHT_BLEND_SPEED_OUT);
		}
		if (newPresence <= EUndergroundPresence.OUTER && oldPresence > EUndergroundPresence.OUTER)
		{
			g_Game.GetWeather().SuppressLightningSimulation(false);
		}
		if (newPresence == EUndergroundPresence.NONE)
		{
			StopAmbientSound();
			
			if (oldPresence >= EUndergroundPresence.OUTER)
			{
				g_Game.GetWorld().SetUserLightingLerp(0);
				EnableLights(false);
			}
		}
	}
	
	#ifdef DIAG_DEVELOPER
	protected void DisplayDebugInfo(float acco, float lighting)
	{
		if (acco < 0.0001)
			acco = 0;
		DbgUI.Begin(String("Underground Areas"), 20, 20);
		DbgUI.Text(String("Eye Accomodation: " + acco.ToString()));
		DbgUI.Text(String("Lighting lerp: " + lighting.ToString()));
		DbgUI.End();
	}
	#endif
}