199 lines
6.1 KiB
Ucode
199 lines
6.1 KiB
Ucode
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//=============================================================================
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// KFDoorMarker
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//=============================================================================
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// Base KF2 NavigationPoint used to mark door locations
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFDoorMarker extends DoorMarker
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native(Waypoint)
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hidecategories(DoorMarker);
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var(KF2) KFDoorActor MyKFDoor;
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/** Optionally override the distance at which my door will be considered reached by NPCs */
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var(KF2) float AdjustedReachThreshold;
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/** The computed cost when this door is welded */
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var transient int ExtraCostWhenWelded;
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cpptext
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{
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virtual UClass* GetReachSpecClass( ANavigationPoint* Nav, UClass* DefaultReachSpecClass );
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// Overriding because DoorMarker returns MyKFDoor which is an InterpActor
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virtual AActor* AssociatedLevelGeometry();
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virtual UBOOL HasAssociatedLevelGeometry(AActor *Other);
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#if WITH_EDITOR
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virtual UBOOL IsNecessaryForPath()
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{
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return true;
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}
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virtual UBOOL CanConnectTo(ANavigationPoint* Nav, UBOOL bCheckDistance);
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#endif
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virtual void PrePath();
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virtual void PostPath();
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virtual void FindBase();
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#if WITH_EDITOR
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virtual void CheckForErrors();
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#endif
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}
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event bool SuggestMovePreparation( Pawn Other )
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{
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local KFPawn_Monster KFPM;
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local int count;
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`AILog_Ext( GetFuncName()$"() "$self$" called for "$Other$" Dist: "$VSize(Location - Other.Location), 'Doors', KFPawn(Other).MyKFAIC );
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if( MyKFDoor != none && !MyKFDoor.IsCompletelyOpen() && MyKFDoor.WeldIntegrity > 0 )
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{
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// @Todo We might want to make this check from the position of the marker without the visible check
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foreach VisibleCollidingActors( class'KFPawn_Monster', KFPM, 220.f, Other.Location,,, true )
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{
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// Stop trying to attack the door if another zed's attacking it, as this event call was probably from adjust around code caused by bumping into the door
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if( KFPM != Other && KFPM.IsAliveAndWell() && VSizeSq2D(KFPM.Location - Location) < VSizeSq2D(Other.Location - Location) &&
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KFPM.MyKFAIC.DoorEnemy != none && KFPM.MyKFAIC.DoorEnemy == MyKFDoor )
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{
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Count++;
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}
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}
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// Only allow up to 5 attackers
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if( Count > 5 )
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{
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`AILog_Ext( GetFuncName()$"() "$self$" - telling "$Other$" to wait for "$MyKFDoor$" to open", 'Doors', KFPawn(Other).MyKFAIC );
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Other.ZeroMovementVariables();
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//DrawDebugSphere( Other.Location, 32, 8, 255, 0, 0, true );
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KFPawn_Monster(Other).MyKFAIC.WaitForDoor( MyKFDoor );
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return true;
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}
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}
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return false;
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}
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function MoverOpened()
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{
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bBlocked = (!bInitiallyClosed && bBlockedWhenClosed);
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bDoorOpen = bInitiallyClosed;
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WorldInfo.Game.NotifyNavigationChanged(self);
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}
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function MoverClosed()
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{
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bBlocked = (bInitiallyClosed && bBlockedWhenClosed);
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bDoorOpen = !bInitiallyClosed;
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WorldInfo.Game.NotifyNavigationChanged(self);
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}
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/** Updates the pathing cost based on weld integrity, number of attackers and number queued */
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function UpdatePathingCost( int AttackerCount, int QueuedCount )
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{
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local float IntegrityPct;
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if( MyKFDoor.WeldIntegrity > 0 )
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{
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IntegrityPct = float(MyKFDoor.WeldIntegrity) / float(MyKFDoor.MaxWeldIntegrity);
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// If there are simply too many AI waiting on this door, and it's heavily welded, just skip it
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if( IntegrityPct > 0.75f && AttackerCount + QueuedCount > 10 )
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{
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ExtraCostWhenWelded = 100000;
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return;
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}
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// Initialize at 1000
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ExtraCostWhenWelded = 1000;
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// Add cost based on the strength of the weld (10-1000)
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ExtraCostWhenWelded += int( IntegrityPct * 100.f ) * 10;
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// Add cost based on the number of attackers (0-500)
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ExtraCostWhenWelded += Min( AttackerCount * 100, 500 );
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// Add cost based on the number of queued AI (0-1000)
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ExtraCostWhenWelded += Min( QueuedCount * 100, 1000 );
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}
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else
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{
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// Reset to base cost
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ExtraCostWhenWelded = 1000;
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}
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//`log("updating door pathing cost:"@extracostwhenwelded);
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}
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function bool ProceedWithMove(Pawn Other)
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{
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local KFAIController KFAIC;
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`if(`__TW_PATHFINDING_)
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if( KFPawn(Other) != none && !KFPawn(Other).IsHumanControlled() )
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{
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`AILog_Ext( GetFuncName()$" "$self$" for "$Other, 'Doors', KFPawn(Other).MyKFAIC );
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}
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`endif
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KFAIC = KFAIController( Other.Controller );
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if( KFAIC != none && KFAIC.PendingDoor != none && (bWaitUntilCompletelyOpened && KFAIC.PendingDoor.IsCompletelyOpen()) ||
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(!bWaitUntilCompletelyOpened && (KFAIC.PendingDoor.bIsDoorOpen || KFAIC.PendingDoor.bIsDestroyed)) )
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{
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return true;
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}
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if( MyKFDoor != none && (bWaitUntilCompletelyOpened && MyKFDoor.IsCompletelyOpen()) ||
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(!bWaitUntilCompletelyOpened && (MyKFDoor.bIsDoorOpen || MyKFDoor.bIsDestroyed)) )
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{
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return true;
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}
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if( Other.Controller != none && KFAIController( Other.Controller ) != none &&
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bWaitUntilCompletelyOpened && MyKFDoor != none )
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{
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KFAIController( Other.Controller ).WaitForDoor( MyKFDoor );
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}
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return false;
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}
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event Actor SpecialHandling( Pawn Other )
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{
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`AILog_Ext( GetFuncName()$"() "$self$" SpecialHandling event called for "$Other, 'Doors', KFPawn(Other).MyKFAIC );
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if ( MyKFDoor == None || MyKFDoor.IsCompletelyOpen() /*|| VSize( Location - Other.Location ) > 200.f*/ )
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{
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return self;
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}
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if( KFPawn(Other) != none && !KFPawn(Other).IsHumanControlled() )
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{
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`AILog_Ext( GetFuncName()$" "$self$" calling for "$Other, 'Doors', KFPawn(Other).MyKFAIC );
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}
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return self; // Added 1.24.14
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// Disabled 1.24.14, replaced with MoveToGoal command door handling (see ReachedIntermediateGoal)
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// Door is welded shut
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// if( MyKFDoor.WeldIntegrity > 0 )
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// {
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// KFAIController( Other.Controller ).WaitForDoor( MyKFDoor );
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// KFAIController( Other.Controller ).NotifyAttackDoor( MyKFDoor );
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// return self;
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// }
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// else
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// {
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// KFAIController( Other.Controller ).WaitForDoor( MyKFDoor );
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// MyKFDoor.UseDoor( Other );
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// return self;
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// }
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}
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DefaultProperties
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{
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AdjustedReachThreshold=72.f
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bBuildLongPaths=false
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}
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