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KF2-Dev-Scripts/KFGame/Classes/KFSM_Stumble.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFSM_Stumble
//=============================================================================
// Stumble (aka Stagger, Knockback) on damage
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFSM_Stumble extends KFSM_PlaySingleAnim;
/** Anims are pulled from the pawn's AnimInfo class (see KFPawnAnimInfo) */
enum EStubmleAnim
{
ESA_Body_Forward,
ESA_Body_Backward,
ESA_Body_Left,
ESA_Body_Right,
ESA_Leg_L_Forward,
ESA_Leg_L_Backward,
ESA_Leg_L_Left,
ESA_Leg_L_Right,
ESA_Leg_R_Forward,
ESA_Leg_R_Backward,
ESA_Leg_R_Left,
ESA_Leg_R_Right,
ESA_Parry,
};
/** If true, try to perform a leg stumble */
static function bool ShouldDoLegStumble(KFPawn P, EHitZoneBodyPart HitZoneLimb)
{
if ( HitZoneLimb == BP_LeftLeg || HitZoneLimb == BP_RightLeg )
{
return (VSizeSq(P.Velocity) > 100.f);
}
return false;
}
static function byte PackBodyHitSMFlags(KFPawn P, vector HitDir)
{
local EPawnOctant HitRegion;
local byte Type;
HitRegion = P.CalcOctagonRegion(P.Rotation, -Normal(HitDir));
Type = GetStumbleTypeFromRegion(HitRegion);
// pack into two nibbles
return Type + (GetRandomVariant(P, Type) << 4);
}
static function byte PackLegHitSMFlags(KFPawn P, vector HitDir, bool bLeftLeg)
{
local EPawnOctant HitRegion;
local byte Type;
if ( P.Floor.Z < 0.98f )
{
// get direction based on footing slope
HitRegion = P.CalcOctagonRegion(P.Rotation, Normal2D(P.Floor));
Type = GetStumbleTypeFromRegion(HitRegion);
}
else
{
// get 4-way direction from hit (random reverse)
HitRegion = P.CalcOctagonRegion(P.Rotation, -Normal(HitDir));
Type = GetStumbleTypeFromRegion(HitRegion, true);
}
// offset anim index by leg
if ( bLeftLeg )
{
Type += ESA_Leg_L_Forward;
}
else
{
Type += ESA_Leg_R_Forward;
}
return Type + (GetRandomVariant(P, Type) << 4);
}
/** Initialize flags for parry animation type */
static function byte PackParrySMFlags(KFPawn P, vector HitDir)
{
return ESA_Parry + (GetRandomVariant(P, ESA_Parry) << 4);
}
/** Debugging */
static function byte PackRandomSMFlags(KFPawn P)
{
local byte Type;
Type = Rand(ESA_MAX);
return Type + (GetRandomVariant(P, Type) << 4);
}
/** Helper for PackSMFlags */
static function byte GetRandomVariant(KFPawn P, byte Type)
{
local int NumVariants;
NumVariants = P.PawnAnimInfo.StumbleAnims[Type].Anims.Length;
return Rand(NumVariants);
}
/** Helper for PackSMFlags */
static function byte GetStumbleTypeFromRegion(EPawnOctant HitRegion, optional bool bRandomReverse)
{
if ( bRandomReverse )
{
switch (HitRegion)
{
case DIR_Forward:
case DIR_Backward:
return (FRand() > 0.5) ? ESA_Body_Forward : ESA_Body_Backward;
case DIR_Left:
case DIR_Right:
return (FRand() > 0.5) ? ESA_Body_Left : ESA_Body_Right;
case DIR_ForwardLeft:
case DIR_ForwardRight:
case DIR_BackwardLeft:
case DIR_BackwardRight:
return ESA_Body_Forward + Rand(4);
}
}
else
{
switch (HitRegion)
{
case DIR_Forward:
return ESA_Body_Forward;
case DIR_ForwardLeft:
return (FRand() > 0.5) ? ESA_Body_Forward : ESA_Body_Left;
case DIR_ForwardRight:
return (FRand() > 0.5) ? ESA_Body_Forward : ESA_Body_Right;
case DIR_Backward:
return ESA_Body_Backward;
case DIR_BackwardLeft:
return (FRand() > 0.5) ? ESA_Body_Backward : ESA_Body_Left;
case DIR_BackwardRight:
return (FRand() > 0.5) ? ESA_Body_Backward : ESA_Body_Right;
case DIR_Left:
return ESA_Body_Left;
case DIR_Right:
return ESA_Body_Right;
}
}
return ESA_Body_Forward;
}
/**
* Checks to see if this Special Move can be done.
*/
protected function bool InternalCanDoSpecialMove()
{
// Only valid while walking or falling slowly. This makes stumble exclusive to HandleMomentum()
return (!KFPOwner.IsImpaired() || KFPOwner.IsHeadless()) && (PawnOwner.Physics == PHYS_Walking || (PawnOwner.Physics == PHYS_Falling &&
Abs(PawnOwner.Velocity.Z) < 250 && VSize2d(PawnOwner.Velocity) < 600));
}
function PlayAnimation()
{
local byte Type, Variant;
Type = KFPOwner.SpecialMoveFlags & 15;
Variant = KFPOwner.SpecialMoveFlags >> 4;
AnimName = KFPOwner.PawnAnimInfo.StumbleAnims[Type].Anims[Variant];
PlaySpecialMoveAnim(AnimName, EAS_FullBody, BlendInTime, BlendOutTime, 1.f);
// Clear the special move flags now so that SpecialMoveFlagsUpdated never fails
KFPOwner.SpecialMoveFlags = 255;
if ( KFPOwner.Role == ROLE_Authority )
{
bCanBeInterrupted = false;
KFPOwner.SetTimer(RandRange(0.5f, 0.75f), false, nameof(EnableInterrupt), Self);
}
}
function EnableInterrupt()
{
bCanBeInterrupted = true;
}
/** called when DoSpecialMove() is called again with this special move, but the special move flags have changed */
function SpecialMoveFlagsUpdated()
{
// If the move flags are updated play a new animation (chain stumble)
// This can happen on a client if the server interrupted a stumble and
// then started a new one on the same frame.
PlayAnimation();
}
DefaultProperties
{
Handle=KFSM_Stumble
bUseRootMotion=true
BlendOutTime=0.2f
AbortBlendOutTime=0.1f
// ---------------------------------------------
// AI/Navigation
DefaultAICommandClass=class'KFGame.AICommand_Stumble'
AITimeout=5.f
bDisablesWeaponFiring=true
bCanOnlyWanderAtEnd=true
}