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//Bleed Out Mechanic Shared by several game modes.
global function Bleedout_Init
global function Bleedout_StartPlayerBleedout
global function Bleedout_SetCallback_OnPlayerStartBleedout
global function Bleedout_SetCallback_OnPlayerGiveFirstAid
global function Bleedout_ShouldAIMissBleedingPlayer

const asset FX_BLOODTRAIL = $"skit_blood_decal_LG"
const float BLEEDOUT_MAX_USE_DIST2_MOD = 64 * 64

struct
{
	table<entity,bool> isBleeding
	table<entity, entity> IsGettingFirstAidFrom
	table<entity,entity> lastAttacker
	void functionref(entity) Callback_OnPlayerStartBleedout
	void functionref(entity) Callback_OnPlayerGiveFirstAid
	int firstAidAttemptID = 0 //The ID that identifies the first aid attempt. Used to distinguish between simultainous healing attempts on the client
} file

void function Bleedout_Init()
{
	RegisterSignal( "BleedOut_StopBleeding" )
	RegisterSignal( "BleedOut_OnRevive" )
	RegisterSignal( "BleedOut_OnStartDying" )
	RegisterSignal( "OnContinousUseStopped" )

	AddCallback_OnClientConnected( Bleedout_OnClientConnected )
	AddCallback_OnClientDisconnected( Bleedout_OnClientDisconnected )

	PrecacheParticleSystem( FX_BLOODTRAIL )
}

void function Bleedout_OnClientConnected( entity player )
{
	file.isBleeding[ player ] <- false
	file.IsGettingFirstAidFrom[ player ] <- null
	file.lastAttacker[ player ] <- svGlobal.worldspawn
}

void function Bleedout_OnClientDisconnected( entity player )
{
	delete file.isBleeding[ player ]
	delete file.IsGettingFirstAidFrom[ player ]
	delete file.lastAttacker[ player ]
}

void function Bleedout_SetCallback_OnPlayerStartBleedout( void functionref(entity) callback )
{
	file.Callback_OnPlayerStartBleedout = callback
}

void function Bleedout_SetCallback_OnPlayerGiveFirstAid( void functionref(entity) callback )
{
	file.Callback_OnPlayerGiveFirstAid = callback
}

void function Bleedout_StartPlayerBleedout( entity player, entity attacker )
{
	//if the player is already bleeding don't restart bleeding logic.
	if ( file.isBleeding[ player ] )
		return

	player.Signal( "BleedOut_StopBleeding" )
	player.Signal( "BleedOut_OnStartDying" )

	file.lastAttacker[ player ] = attacker

	if ( IsValid( file.Callback_OnPlayerStartBleedout ) && !file.isBleeding[ player ] )
		file.Callback_OnPlayerStartBleedout( player )

	thread BloodTrail( player )
	thread PlayerDying( player )
	thread EnablePlayerRes( player )

	//Start selfhealing thread if enabled.
	if ( Bleedout_GetSelfResEnabled() )
		thread EnablePlayerSelfRes( player )

	if ( Bleedout_GetDeathOnTeamBleedout() )
		CheckForTeamBleedout( player.GetTeam() )
}

void function PlayerDying( entity player )
{
	Assert( IsNewThread(), "Must be threaded off." )
	player.EndSignal( "OnDeath" )
	player.EndSignal( "BleedOut_OnRevive" )
	player.EndSignal( "BleedOut_OnStartDying" )

	float bleedoutTime = Bleedout_GetBleedoutTime()
	bool forceHolster = Bleedout_GetForceWeaponHolster()

	array<int> ids = []
	ids.append( StatusEffect_AddEndless( player, eStatusEffect.move_slow, 0.25 ) )
	ids.append( StatusEffect_AddEndless( player, eStatusEffect.turn_slow, 0.3 ) )

	if ( bleedoutTime > 0 )
		ids.append( StatusEffect_AddEndless( player, eStatusEffect.bleedoutDOF, 1.0 ) )

	file.isBleeding[ player ] = true

	player.ForceCrouch()
	player.SetOneHandedWeaponUsageOn()

	if ( forceHolster )
		HolsterAndDisableWeapons( player )

	OnThreadEnd(
	function() : ( player, ids, forceHolster )
		{
			if ( IsValid( player ) )
			{
				foreach ( id in ids )
					StatusEffect_Stop( player, id )

				file.isBleeding[ player ] = false
				file.lastAttacker[ player ] = svGlobal.worldspawn

				player.UnforceCrouch()
				player.SetOneHandedWeaponUsageOff()
				//Remote_CallFunction_NonReplay( player, "ServerCallback_BLEEDOUT_PlayerRevivedDOF" )

				if ( forceHolster )
					DeployAndEnableWeapons( player )

				//Hide wounded icon for wounded player's allies
				int woundedPlayerEHandle = player.GetEncodedEHandle()
				array<entity> teamPlayers = GetPlayerArrayOfTeam( player.GetTeam() )
				foreach ( entity teamPlayer in teamPlayers )
				{
					if ( teamPlayer == player )
						continue
					Remote_CallFunction_NonReplay( teamPlayer, "ServerCallback_BLEEDOUT_HideWoundedMarker", woundedPlayerEHandle )
				}
			}
		}
	)

	//if ( bleedoutTime > 0 )
	//	StatusEffect_AddTimed( player, eStatusEffect.bleedoutDOF, 1.0, bleedoutTime, 0.0 )
		//Remote_CallFunction_NonReplay( player, "ServerCallback_BLEEDOUT_StartDyingDOF", bleedoutTime )

	//Show wounded icon for wounded player's allies
	int woundedPlayerEHandle = player.GetEncodedEHandle()
	array<entity> teamPlayers = GetPlayerArrayOfTeam( player.GetTeam() )
	foreach ( entity teamPlayer in teamPlayers )
	{
		if ( teamPlayer == player )
			continue

		Remote_CallFunction_NonReplay( teamPlayer, "ServerCallback_BLEEDOUT_ShowWoundedMarker", woundedPlayerEHandle, Time(), Time() + bleedoutTime )
	}

	if ( bleedoutTime > 0 )
		wait bleedoutTime
	else
		WaitForever()

	PlayerDiesFromBleedout( player, file.lastAttacker[ player ] )
}

void function EnablePlayerRes( entity player )
{
	Assert( IsNewThread(), "Must be threaded off." )
	player.EndSignal( "OnDeath" )
	player.EndSignal( "BleedOut_OnStartDying" )
	player.EndSignal( "BleedOut_OnRevive" )

	Highlight_SetFriendlyHighlight( player, "interact_object_los_line" )

	if ( IsPilotEliminationBased() )
		SetPlayerEliminated( player )

	OnThreadEnd(
	function() : ( player )
		{
			if ( IsValid( player ) )
			{
				player.UnsetUsable()
				Highlight_ClearFriendlyHighlight( player )
			}
		}
	)

	while ( true )
	{
		//If the player is not currently being treated or is self healing. (Team healing should always override self-healing)
		if (  !IsPlayerGettingFirstAid( player ) || IsPlayerSelfHealing( player ) )
		{
			player.SetUsableByGroup( "friendlies pilot" )
			player.SetUsePrompts( "#BLEEDOUT_USE_TEAMMATE_RES", "#BLEEDOUT_USE_TEAMMATE_RES_PC" )

			entity playerHealer = expect entity ( player.WaitSignal( "OnPlayerUse" ).player )
			player.UnsetUsable()

			//Player can only res other players if they are not bleeding out themselves.
			if ( !file.isBleeding[ playerHealer ] && ( !IsPlayerGettingFirstAid( player ) || IsPlayerSelfHealing( player ) ) )
				waitthread PlayerAttemptRes( playerHealer, player )
		}
		else
		{
			WaitFrame()
		}
	}
}

void function EnablePlayerSelfRes( entity player )
{
	Assert( IsNewThread(), "Must be threaded off." )
	player.EndSignal( "OnDeath" )
	player.EndSignal( "BleedOut_OnStartDying" )
	player.EndSignal( "BleedOut_OnRevive" )

	while ( true )
	{
		if (  !IsPlayerGettingFirstAid( player ) )
			MessageToPlayer( player, eEventNotifications.BLEEDOUT_SelfHealPrompt )

		if ( player.UseButtonPressed() && !IsPlayerGettingFirstAid( player ) )
		{
			MessageToPlayer( player, eEventNotifications.Clear )
			waitthread PlayerAttemptRes( player, player )
		}

		WaitFrame()
	}
}

void function PlayerAttemptRes( entity playerHealer, entity playerToRes )
{
	Assert( IsNewThread(), "Must be threaded off." )
	playerToRes.EndSignal( "OnDeath" )
	playerHealer.EndSignal( "OnDeath" )
	playerHealer.EndSignal( "OnContinousUseStopped" )

	HolsterAndDisableWeapons( playerHealer )

	playerHealer.MovementDisable()
	playerToRes.MovementDisable()

	float firstAidTime = playerHealer == playerToRes ? Bleedout_GetFirstAidTimeSelf() : Bleedout_GetFirstAidTime()
	float firstAidHealPercent = Bleedout_GetFirstAidHealPercent()

	float endTime = Time() + firstAidTime

	int playerEHandle = playerToRes.GetEncodedEHandle()
	int healerEHandle = playerHealer.GetEncodedEHandle()
	int attemptID = GetNewFirstAidAttemptID()

	Remote_CallFunction_NonReplay( playerToRes, "ServerCallback_BLEEDOUT_StartFirstAidProgressBar", endTime, playerEHandle, healerEHandle, attemptID )
	Remote_CallFunction_NonReplay( playerHealer, "ServerCallback_BLEEDOUT_StartFirstAidProgressBar", endTime, playerEHandle, healerEHandle, attemptID )
	file.IsGettingFirstAidFrom[ playerToRes ] = playerHealer

	OnThreadEnd(
	function() : ( playerHealer, playerToRes, attemptID )
		{
			if ( IsValid( playerHealer ) )
			{
				DeployAndEnableWeapons( playerHealer )
				playerHealer.MovementEnable()
				Remote_CallFunction_NonReplay( playerHealer, "ServerCallback_BLEEDOUT_StopFirstAidProgressBar", attemptID )
			}

			if ( IsValid( playerToRes ) )
			{
				file.IsGettingFirstAidFrom[ playerToRes ] = null
				playerToRes.MovementEnable()
				Remote_CallFunction_NonReplay( playerToRes, "ServerCallback_BLEEDOUT_StopFirstAidProgressBar", attemptID )
			}
		}
	)

	waitthread TrackContinuousUse( playerHealer, playerToRes, firstAidTime, true )

	//Heal player health
	playerToRes.SetHealth( playerToRes.GetMaxHealth() * firstAidHealPercent )
	file.isBleeding[ playerToRes ] = false
	file.lastAttacker[ playerToRes ] = svGlobal.worldspawn
	if ( IsPilotEliminationBased() )
		ClearPlayerEliminated( playerToRes )

	if ( IsValid( file.Callback_OnPlayerGiveFirstAid ) )
	{
		//Do not run this callback if player is self healing.
		if ( playerHealer != playerToRes )
			file.Callback_OnPlayerGiveFirstAid( playerHealer )
	}

	playerToRes.Signal( "BleedOut_OnRevive" )

}

void function BloodTrail( entity player )
{
	player.EndSignal( "BleedOut_StopBleeding" )
	player.EndSignal( "BleedOut_OnRevive" )
	player.EndSignal( "OnDeath")

	while ( true )
	{
		float interval = RandomFloatRange( 0.25, 0.5 )
		PlayFXOnEntity( FX_BLOODTRAIL, player )
		wait interval
	}
}

void function PlayerDiesFromBleedout( entity player, entity attacker )
{
	if ( IsValid( attacker ) )
	{
		player.Die( attacker, attacker, { damageSourceId = eDamageSourceId.bleedout } )
		//player.BecomeRagdoll( Vector(0,0,0), false )
	}
	else
	{
		player.Die( svGlobal.worldspawn, svGlobal.worldspawn, { damageSourceId = eDamageSourceId.bleedout } )
		//player.BecomeRagdoll( Vector(0,0,0), false )
	}


}

//This function checks to see if all players on a team are dead or bleeding out.
//If all the players are dead/bleeding out, it kills the surviving team players.
void function CheckForTeamBleedout( int team )
{
	array<entity> teamPlayers = GetPlayerArrayOfTeam( team )
	foreach ( entity teamPlayer in teamPlayers )
	{
		if ( IsAlive( teamPlayer ) && !file.isBleeding[ teamPlayer ] )
			return
	}

	//All players on team are bleeding out
	foreach ( entity teamPlayer in teamPlayers )
	{
		if ( IsAlive( teamPlayer ) )
			PlayerDiesFromBleedout( teamPlayer, file.lastAttacker[ teamPlayer ] )
	}
}

bool function Bleedout_ShouldAIMissBleedingPlayer( entity player )
{
	//If the player is not bleeding
	if ( !file.isBleeding[ player ] )
		return false

	//If the bleedout settings don't affect AI accuracy.
	if ( !Bleedout_ShouldAIMissPlayer() )
		return false

	return true
}

bool function IsPlayerGettingFirstAid( entity player )
{
	return file.IsGettingFirstAidFrom[ player ] != null
}

bool function IsPlayerSelfHealing( entity player )
{
	return file.IsGettingFirstAidFrom[ player ] == player
}

//////////////
//Utilities
//////////////
void function TrackContinuousUse( entity player, entity useTarget, float useTime, bool doRequireUseButtonHeld )
{
	player.EndSignal( "OnDeath" )
	useTarget.EndSignal( "OnDeath" )
	useTarget.EndSignal( "OnDestroy" )

	table result = {}
	result.success <- false

	float maxDist2 = DistanceSqr( player.GetOrigin(), useTarget.GetOrigin() ) + BLEEDOUT_MAX_USE_DIST2_MOD

	OnThreadEnd
	(
		function() : ( player, result )
		{
			if ( !result.success )
			{
				player.Signal( "OnContinousUseStopped" )
			}
		}
	)

	float startTime = Time()
	while ( Time() < startTime + useTime && (!doRequireUseButtonHeld || player.UseButtonPressed()) && !player.IsPhaseShifted() && DistanceSqr( player.GetOrigin(), useTarget.GetOrigin() ) <= maxDist2 )
		WaitFrame()

	if ( ( !doRequireUseButtonHeld || player.UseButtonPressed() ) && DistanceSqr( player.GetOrigin(), useTarget.GetOrigin() ) <= maxDist2  )
		result.success = true
}

int function GetNewFirstAidAttemptID()
{
	file.firstAidAttemptID += 1
	return file.firstAidAttemptID
}