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KF2-Dev-Scripts/KFGameContent/Classes/KFMG_BloatDunk.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFMG_BloatDunk
//=============================================================================
// Extension of target game with specifics tied to bloat dunk. Uses a more
// complicated two rig setup for the wheels, each manually rotated, with
// independent attachment points on each. Every x seconds, picks a random
// light from each rig to enable to be shot.
//=============================================================================
// Killing Floor 2
// Copyright (C) 2016 Tripwire Interactive LLC
// - Dan Weiss
//=============================================================================
class KFMG_BloatDunk extends KFMG_TargetGame;
/** Archetype of target actor that will be spawned per-bone */
var() Actor TargetArchetype;
/** Two rigs used for alternately rotating wheels */
var() KFMGA_TargetGame OuterWheel;
var() KFMGA_TargetGame InnerWheel;
/** Dunk tank rig for handling curtain/dunk board */
var() SkeletalMeshActor DunkTankRig;
/** Bloat being dunked */
var() SkeletalMeshActor BloatRig;
/** How often to activate a new set of targets */
var() float TargetActivationDelay;
/** How fast to begin rotation */
var() float StartingRotationRate;
/** How much to increase rotation per-target hit */
var() float PerHitRotationIncrease;
/** How many targets to activate per attempt */
var() int NumActiveTargets;
/** Current rotation rate */
var float CurrentRotationRate;
/** How many targets have not been hit */
var int TargetsRemaining;
enum eBloatGameState
{
BGS_Off,
BGS_On,
BGS_Victory,
BGS_Defeat,
};
/** What state the game is currently in */
var repnotify eBloatGameState BloatGameState;
//-------------------
// Animation
/** Standard idle while game is off */
var() name IdleClosedAnim;
/** Standard idle while game is being played */
var() name IdleOpenAnim;
/** Animation played on game start */
var() name OpenAnim;
/** Played on victory to dunk the bloat */
var() name DunkVictoryAnim;
/** Victory close animation */
var() name VictoryCloseAnim;
/** Defeat close animation */
var() name DefeatCloseAnim;
replication
{
if (bNetInitial)
OuterWheel, InnerWheel, DunkTankRig, BloatRig;
if (bNetDirty)
CurrentRotationRate, BloatGameState;
}
simulated event ReplicatedEvent(name VarName)
{
super.ReplicatedEvent(VarName);
if (VarName == 'bGameRunning')
{
if (bGameRunning)
{
HandleDelayedStartup();
}
}
if (VarName == 'bGameRunning' || VarName == 'BloatGameState')
{
if (!bGameRunning && BloatGameState > BGS_On)
{
FinalizeGame();
}
}
}
simulated event Tick(float DeltaTime)
{
local Rotator NewRotation;
super.Tick(DeltaTime);
if (bGameRunning)
{
NewRotation = OuterWheel.Rotation;
NewRotation.Pitch = (NewRotation.Pitch + (CurrentRotationRate * DeltaTime)) % 65536;
OuterWheel.SetRotation(NewRotation);
NewRotation = InnerWheel.Rotation;
NewRotation.Pitch = (NewRotation.Pitch - (CurrentRotationRate * DeltaTime)) % 65536;
InnerWheel.SetRotation(NewRotation);
}
}
/** Spawn a target per-bone and hide actor. They will be reset and unhidden on
* activation of the mini-game.
*/
event PostBeginPlay()
{
local name BoneName;
super.PostBeginPlay();
if (InnerWheel != none && OuterWheel != none && TargetArchetype != none)
{
foreach InnerWheel.TargetBones(BoneName)
{
SpawnTarget(InnerWheel, BoneName);
}
foreach OuterWheel.TargetBones(BoneName)
{
SpawnTarget(OuterWheel, BoneName);
}
}
Reset();
}
function SpawnTarget(KFMGA_TargetGame Wheel, name BoneName)
{
local Actor NewTarget;
local KFMGA_Target RiggedTarget;
NewTarget = spawn(TargetArchetype.class, self, , , , TargetArchetype);
if (NewTarget != none)
{
MinigameTargets.AddItem(NewTarget);
NewTarget.SetBase(Wheel, , Wheel.SkeletalMeshComponent, BoneName);
RiggedTarget = KFMGA_Target(NewTarget);
if (RiggedTarget != none)
{
RiggedTarget.SetInactive();
RiggedTarget.SpawnerOwner = self;
RiggedTarget.SpawnerOwnerIndex = MinigameTargets.Length - 1;
UpdateBase(RiggedTarget);
}
}
}
//Activate target game. All authority stuff should be done here. Generic stuff should be done in StartupGame
function Activated(KFTrigger_MinigameButton ActivationSource)
{
if (MinigameTargets.Length == (OuterWheel.TargetBones.Length + InnerWheel.TargetBones.Length))
{
super.Activated(ActivationSource);
BloatGameState = BGS_On;
TargetsRemaining = MinigameTargets.Length;
HandleDelayedStartup();
}
}
simulated function Reset()
{
super.Reset();
CurrentRotationRate = 0;
BloatRig.SkeletalMeshComponent.StopAnim();
}
simulated function HandleDelayedStartup()
{
local float AnimLength;
local int i;
local Vector NewLocation;
local Rotator NewRotation;
//Disable server optimization for the minigame rig
InnerWheel.SetTickIsDisabled(false);
//For each of the targets, reset and set the base to a specified bone. Gives us clean a target per-bone
// without the need to spin up a new actor per-bone every time we start the minigame.
for (i = 0; i < InnerWheel.TargetBones.Length; ++i)
{
MinigameTargets[i].Reset();
MinigameTargets[i].SetBase(InnerWheel, , InnerWheel.SkeletalMeshComponent, InnerWheel.TargetBones[i]);
}
//Disable server optimization for the minigame rig
OuterWheel.SetTickIsDisabled(false);
//For each of the targets, reset and set the base to a specified bone. Gives us clean a target per-bone
// without the need to spin up a new actor per-bone every time we start the minigame.
for (i = 0; i < OuterWheel.TargetBones.Length; ++i)
{
MinigameTargets[InnerWheel.TargetBones.Length + i].Reset();
MinigameTargets[InnerWheel.TargetBones.Length + i].SetBase(OuterWheel, , OuterWheel.SkeletalMeshComponent, OuterWheel.TargetBones[i]);
}
if (WorldInfo.NetMode != NM_DedicatedServer && BloatRig != none)
{
if (DunkTankRig.SkeletalMeshComponent.GetSocketWorldLocationAndRotation('BloatAttach', NewLocation, NewRotation))
{
BloatRig.SetLocation(NewLocation);
BloatRig.SetRotation(NewRotation);
}
BloatRig.SetPhysics(PHYS_None);
BloatRig.SetBase(DunkTankRig, , DunkTankRig.SkeletalMeshComponent, 'Root');
BloatRig.SkeletalMeshComponent.PlayAnim('BloatDunk_Idle', , true);
}
//If we have a rig and animation, delay activation of the game startup until after the open animation has been kicked
// Otherwise, simply skip to start
if (DunkTankRig != none)
{
AnimLength = DunkTankRig.SkeletalMeshComponent.GetAnimLength(OpenAnim);
if (AnimLength > 0.f)
{
SetTimer(AnimLength, false, 'StartupGame');
if (WorldInfo.NetMode != NM_DedicatedServer)
{
DunkTankRig.SkeletalMeshComponent.PlayAnim(OpenAnim);
}
}
else
{
StartupGame();
}
}
else
{
StartupGame();
}
}
simulated function StartupGame()
{
if (WorldInfo.NetMode != NM_DedicatedServer)
{
DunkTankRig.SkeletalMeshComponent.PlayAnim(IdleOpenAnim, , true);
}
if (Role == ROLE_Authority)
{
CurrentRotationRate = StartingRotationRate;
ActivateTargets();
SetTimer(TargetActivationDelay, true, 'ActivateTargets');
}
}
/** Find a random target per wheel and activate it. Deactivate */
function ActivateTargets()
{
local int i, Activated;
local array<Actor> RandLookupList;
//Deactivate old targets
for (i = 0; i < MinigameTargets.Length; ++i)
{
if (KFMGA_Target(MinigameTargets[i]) != none)
{
KFMGA_Target(MinigameTargets[i]).SetInactive();
}
}
//Get two random targets for now
RandLookupList = MinigameTargets;
while (RandLookupList.Length > 0 && Activated < NumActiveTargets)
{
i = Rand(RandLookupList.Length);
if (KFMGA_Target(RandLookupList[i]).IsAlive())
{
Activated++;
KFMGA_Target(RandLookupList[i]).SetActive();
}
RandLookupList.Remove(i, 1);
}
}
/** Called by target when it's been hit by a valid damage source */
function TargetHit(Actor Target, Controller HitInstigator)
{
if (bGameRunning && MinigameTargets.Find(Target) != INDEX_NONE)
{
TargetsRemaining--;
CurrentRotationRate += PerHitRotationIncrease;
if (HitInstigator != none && KillerControllers.Find(HitInstigator) == INDEX_NONE)
{
KillerControllers.AddItem(HitInstigator);
}
if (TargetsRemaining <= 0)
{
MinigameComplete(true);
}
}
}
/** Called on clients to fixup the object's base after first replication */
simulated function UpdateBase(KFMGA_Target Target)
{
if (Target.SpawnerOwnerIndex < InnerWheel.TargetBones.Length)
{
Target.SetBase(InnerWheel, , InnerWheel.SkeletalMeshComponent, InnerWheel.TargetBones[Target.SpawnerOwnerIndex]);
}
else
{
Target.SetBase(OuterWheel, , OuterWheel.SkeletalMeshComponent, OuterWheel.TargetBones[Target.SpawnerOwnerIndex - InnerWheel.TargetBones.Length]);
}
}
function MinigameComplete(bool bVictory)
{
BloatGameState = bVictory ? BGS_Victory : BGS_Defeat;
super.MinigameComplete(bVictory);
}
/** Do any cleanup that happens for either victory or defeat */
simulated function FinalizeGame()
{
local Actor Target;
super.FinalizeGame();
ClearTimer('ActivateTargets');
foreach MinigameTargets(Target)
{
if (KFMGA_Target(Target) != none)
{
KFMGA_Target(Target).SetInactive();
}
}
//Enable server optimization for the minigame rig while it's not running
InnerWheel.SetTickIsDisabled(false);
OuterWheel.SetTickIsDisabled(false);
HandleDelayedShutdown();
}
/** Animation handling for delayed shutdown */
simulated function HandleDelayedShutdown()
{
local float DelayTime;
local name DelayedShutdownAnim;
switch (BloatGameState)
{
case BGS_Victory:
DelayTime = DunkTankRig.SkeletalMeshComponent.GetAnimLength(DunkVictoryAnim);
DelayedShutdownAnim = DunkVictoryAnim;
SetTimer(DelayTime * 2.f, false, 'FinalizeVictory');
break;
case BGS_Defeat:
DelayTime = DunkTankRig.SkeletalMeshComponent.GetAnimLength(DefeatCloseAnim);
DelayedShutdownAnim = DefeatCloseAnim;
SetTimer(DelayTime, false, 'Reset');
break;
}
if (WorldInfo.NetMode != NM_DedicatedServer)
{
DunkTankRig.SkeletalMeshComponent.PlayAnim(DelayedShutdownAnim);
if (BloatGameState == BGS_Victory)
{
SetBloatRagdoll();
}
}
}
simulated function SetBloatRagdoll()
{
if (BloatRig == none)
{
return;
}
BloatRig.SkeletalMeshComponent.StopAnim();
//PrepareRagdoll
BloatRig.SkeletalMeshComponent.bUpdateSkelWhenNotRendered = true;
if (BloatRig.SkeletalMeshComponent.bNotUpdatingKinematicDueToDistance)
{
BloatRig.SkeletalMeshComponent.ForceSkelUpdate();
BloatRig.SkeletalMeshComponent.UpdateRBBonesFromSpaceBases(TRUE, TRUE);
BloatRig.SkeletalMeshComponent.SetBlockRigidBody(TRUE);
}
//InitRagdoll
BloatRig.SkeletalMeshComponent.PhysicsWeight = 1.0f;
BloatRig.SkeletalMeshComponent.SetHasPhysicsAssetInstance(true);
BloatRig.SetPhysics(PHYS_RigidBody);
BloatRig.SkeletalMeshComponent.PhysicsAssetInstance.SetAllBodiesFixed(false);
BloatRig.SkeletalMeshComponent.WakeRigidBody();
//PlayRagdollDeath
BloatRig.SkeletalMeshComponent.SetActorCollision(TRUE, FALSE);
BloatRig.SkeletalMeshComponent.bUpdateJointsFromAnimation = FALSE;
BloatRig.SkeletalMeshComponent.SetRBChannel(RBCC_KnockedDownPawn);
BloatRig.SkeletalMeshComponent.SetRBCollidesWithChannel(RBCC_KnockedDownPawn, TRUE);
BloatRig.SkeletalMeshComponent.SetRBCollidesWithChannel(RBCC_Pawn, FALSE);
BloatRig.SkeletalMeshComponent.SetRBCollidesWithChannel(RBCC_DeadPawn, FALSE);
}
simulated function FinalizeVictory()
{
local float ResetTime;
ResetTime = DunkTankRig.SkeletalMeshComponent.GetAnimLength(VictoryCloseAnim);
if (ResetTime > 0.f)
{
SetTimer(ResetTime, false, 'Reset');
}
else
{
Reset();
}
if (WorldInfo.NetMode != NM_DedicatedServer)
{
DunkTankRig.SkeletalMeshComponent.PlayAnim(VictoryCloseAnim);
}
}
defaultproperties
{
TargetActivationDelay = 2.f
StartingRotationRate = 500
PerHitRotationIncrease = 100
NumActiveTargets = 2
BloatGameState = BGS_Off
//-------------------
// Animation
IdleClosedAnim = Idle_Close
IdleOpenAnim = Idle_Open
OpenAnim = Open
DunkVictoryAnim = Dunk
VictoryCloseAnim = Close_Win
DefeatCloseAnim = Close_lost
}