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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFFlashlightAttachment
//=============================================================================
// Attach and manage flash light components (light, cone, etc..) to a
// weapon in 1st or 3rd person
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Andrew "Strago" Ladenberger
//=============================================================================
class KFFlashlightAttachment extends Object
hidecategories(Object)
config(Game)
native(Effect);
var config bool bSkipBestFlashlightCheck;
/** Cached parent (attachment) mesh */
var protected transient SkeletalMeshComponent OwnerMesh;
/** Is this flashlight turned on? */
var protected transient bool bEnabled;
/** Initialized the first time the light is turned on */
var protected transient bool bLightInitialized;
/*********************************************************************************************
* @name Attachments
********************************************************************************************* */
/** Spot Light */
var() SpotLightComponent LightTemplate;
var() transient SpotLightComponent Light;
/** Light Cone Mesh*/
var() StaticMesh LightConeMesh;
var StaticMeshComponent LightConeMeshComp;
/** Mesh attachment (always visible) */
var() StaticMesh AttachmentMesh;
var transient StaticMeshComponent AttachmentMeshComp;
/** Socket name to attach the flashlight to */
var() name FlashlightSocketName;
/** Within this radius don't turn off a teammate's flashlight unless ours is turned on */
var float TeammateSwitchRadius;
var float TeammateSwitchTimer;
/** Debug logging */
var bool bDebug;
/** Maximum distance to warn AI */
var protected const float MaxAIWarningDistSQ;
/** Maximum distance from center of line to warn AI */
var protected const float MaxAIWarningDistFromPointSQ;
/** Create/Attach flashlight components */
function AttachFlashlight(SkeletalMeshComponent Mesh, optional name SocketNameOverride)
{
if ( OwnerMesh != None && OwnerMesh != Mesh )
{
return; // unsupported attachment
}
OwnerMesh = Mesh;
// Allow code to override attachment socket
if ( SocketNameOverride != '' )
{
FlashlightSocketName = SocketNameOverride;
}
// The AttachmentMesh must be attached right away. However, the lights are only created
// if/when the flashlight is turned on for the first time
if ( AttachmentMesh != None )
{
if ( AttachmentMeshComp == None )
{
AttachmentMeshComp = new(self) class'StaticMeshComponent';
AttachmentMeshComp.CastShadow = FALSE;
AttachmentMeshComp.SetStaticMesh(AttachmentMesh);
}
else
{
// Cleanup previous attachment. For example, during customization mesh swap the
// link to parent is lost, but the child link is retained for some reason.
Mesh.DetachComponent(AttachmentMeshComp);
}
AttachFlashlightComponent(Mesh, AttachmentMeshComp);
if ( IsOwnerFirstPerson() )
{
SetFirstPersonVisibility(true);
}
}
SetLightingChannels(Mesh.LightingChannels);
}
/** Need to reattach when owner mesh changes (e.g. Customization) */
function Reattach()
{
if ( AttachmentMeshComp != None && !AttachmentMeshComp.bAttached )
{
// Cleanup previous attachment. For example, during customization mesh swap the
// link to parent is lost, but the child link is retained for some reason.
OwnerMesh.DetachComponent(AttachmentMeshComp);
AttachFlashlightComponent(OwnerMesh, AttachmentMeshComp);
}
}
/** Remove/Detach flashlight components */
function DetachFlashlight()
{
if ( Light != none )
{
Light.DetachFromAny();
}
if ( LightConeMeshComp != none )
{
LightConeMeshComp.DetachFromAny();
}
if ( AttachmentMeshComp != None )
{
AttachmentMeshComp.DetachFromAny();
}
}
/** Toggle flash light components */
protected function SetEnabled(bool bNewEnabled)
{
if ( bNewEnabled && !bLightInitialized )
{
InitializeLight();
}
if ( Light != None )
{
Light.SetEnabled(bNewEnabled);
}
if ( LightConeMeshComp != None )
{
LightConeMeshComp.SetHidden(!bNewEnabled || IsOwnerFirstPerson());
}
bEnabled = bNewEnabled;
if( OwnerMesh.Outer != none && class'WorldInfo'.static.GetWorldInfo().NetMode != NM_Client )
{
if( bEnabled )
{
Timer_WarnAI();
Actor(OwnerMesh.Outer).SetTimer( 1.f, true, nameOf(Timer_WarnAI), self );
}
else
{
Actor(OwnerMesh.Outer).ClearTimer( nameOf(Timer_WarnAI), self );
}
}
`log("Turning flashlight"@bNewEnabled@"for teammate:"@OwnerMesh.Outer, bDebug);
}
/** Warns AI when flaslight is on */
function Timer_WarnAI()
{
local Pawn Instigator, P;
local KFWeapon OwnerWeapon;
local KFPawn_Monster HitMonster;
local vector Direction, Projection, DangerPoint;
// Get owner pawn
Instigator = Pawn( OwnerMesh.Outer );
if( Instigator == none )
{
return;
}
// Get owner weapon. Don't process AI warnings if weapon is already doing so.
OwnerWeapon = KFWeapon( Instigator.Weapon );
if( OwnerWeapon != none && OwnerWeapon.IsWarningAI() )
{
return;
}
Direction = vector( Instigator.GetBaseAimRotation() );
// Iterate through pawns and find AI we want to warn
foreach Instigator.WorldInfo.AllPawns( class'Pawn', P )
{
if( P.GetTeamNum() != Instigator.GetTeamNum() && !P.IsHumanControlled() && P.IsAliveAndWell() )
{
// Determine if AI is within range as well as within our field of view
Projection = P.Location - Instigator.Location;
if( VSizeSQ(Projection) < MaxAIWarningDistSQ )
{
PointDistToLine( P.Location, Direction, Instigator.Location, DangerPoint );
if( VSizeSQ(DangerPoint - P.Location) < MaxAIWarningDistFromPointSQ )
{
// Tell the AI to evade away from the DangerPoint
HitMonster = KFPawn_Monster( P );
if( HitMonster != none && HitMonster.MyKFAIC != none )
{
HitMonster.MyKFAIC.ReceiveLocationalWarning( DangerPoint, Instigator.Location, self );
}
}
}
}
}
}
/** Called once the first time the light is activated. Seperated from AttachFlashlight and the AttachmentMesh */
protected function InitializeLight()
{
if ( OwnerMesh == None )
{
`log("Invalid mesh for flashlight"@self);
return;
}
if ( Light == None && LightTemplate != None )
{
Light = new(self) Class'SpotLightComponent' (LightTemplate);
AttachFlashlightComponent(OwnerMesh, Light);
}
if ( LightConeMesh != None )
{
LightConeMeshComp.SetStaticMesh(LightConeMesh);
AttachFlashlightComponent(OwnerMesh, LightConeMeshComp);
}
bLightInitialized = true;
if ( IsOwnerFirstPerson() )
{
SetFirstPersonVisibility(true);
}
}
/** attachment helper */
private function AttachFlashlightComponent(SkeletalMeshComponent ParentMesh, ActorComponent Attachment)
{
ParentMesh.AttachComponentToSocket(Attachment, FlashlightSocketName);
}
/** Cleanup */
simulated function OwnerDied()
{
if ( bEnabled )
{
SetEnabled(false);
}
// make sure SpotLightComponent is removed (in case of 1st person camera attachment)
if ( Light != None )
{
Light.DetachFromAny();
}
}
/** Set the lighting channels on all the appropriate pawn meshes */
simulated function SetLightingChannels(const out LightingChannelContainer NewLightingChannels)
{
if ( AttachmentMeshComp != None )
{
AttachmentMeshComp.SetLightingChannels(NewLightingChannels);
}
}
/*********************************************************************************************
* @name 1st person attachment
********************************************************************************************* */
/** attachment helper */
private function bool IsOwnerFirstPerson()
{
local Pawn P;
P = Pawn(OwnerMesh.Outer);
return (P != None) ? P.IsFirstPerson() : false;
}
/** Special handling for components attached to character mesh while in 1st person */
simulated function SetFirstPersonVisibility(bool bFirstPerson)
{
local KFPawn P;
if ( bLightInitialized )
{
P = KFPawn(OwnerMesh.Outer);
if ( Light != None && P != None )
{
if ( bFirstPerson )
{
if( P.Controller != none && PlayerController(P.Controller) != none && PlayerController(P.Controller).PlayerCamera != none )
{
PlayerController(P.Controller).PlayerCamera.AttachComponent(Light);
}
//Light.SetTranslation(vect(0, -100, -50));
}
else
{
AttachFlashlightComponent(P.Mesh, Light);
//Light.SetTranslation(vect(0, 0, 0));
}
}
if ( LightConeMeshComp != None )
{
LightConeMeshComp.SetHidden(!bEnabled || bFirstPerson);
}
}
if ( AttachmentMeshComp != None )
{
AttachmentMeshComp.SetHidden(bFirstPerson);
}
}
/*********************************************************************************************
* @name Limit 1 flashlight per client
********************************************************************************************* */
simulated function UpdateFlashlightFor(KFPawn_Human InPawn)
{
local PlayerController PC;
local KFPawn_Human P;
if ( bSkipBestFlashlightCheck )
{
InPawn.Flashlight.SetEnabled(InPawn.bFlashlightOn);
return;
}
if ( !InPawn.bFlashlightOn )
{
// If the active flashlight is being turned off, choose another
if ( InPawn.Flashlight.bEnabled )
{
InPawn.Flashlight.SetEnabled(false);
ChooseBestFlashlight();
}
}
else
{
PC = class'WorldInfo'.static.GetWorldInfo().GetALocalPlayerController();
if ( PC == None )
{
return;
}
// If local player (or spectator) uses flashlight turn off all others
if ( PC.ViewTarget == InPawn )
{
foreach PC.WorldInfo.AllPawns( class'KFPawn_Human', P )
{
if ( P.Flashlight.bEnabled )
{
P.Flashlight.SetEnabled(false);
}
}
InPawn.Flashlight.SetEnabled(true);
}
// If nobody else has a flash light choose one now
else if ( !PC.IsTimerActive(nameof(ChooseBestFlashlightTimer), self) )
{
ChooseBestFlashlight();
PC.SetTimer(TeammateSwitchTimer, true, nameof(ChooseBestFlashlightTimer), self);
}
else
{
// timer is already going... just wait
}
}
}
/** Called by local player on looping timer while another teammate has light on */
simulated function ChooseBestFlashlightTimer()
{
ChooseBestFlashlight();
}
/** Choose a nearby teammate to enable flashlight for */
simulated function ChooseBestFlashlight()
{
local PlayerController PC;
local KFPawn_Human P, BestPawn;
local array<KFPawn_Human> DisableList;
local float BestDistSq, DistSq;
local float TeammateSwitchRadiusSq;
local int i;
TeammateSwitchRadiusSq = Square(TeammateSwitchRadius);
PC = class'WorldInfo'.static.GetWorldInfo().GetALocalPlayerController();
// find other players that are using their flashlight and choose the nearest
// @todo: move to native for performance, or better yet add a AllHumans iterator
foreach PC.WorldInfo.AllPawns( class'KFPawn_Human', P )
{
if ( !P.bFlashlightOn || !P.IsAliveAndWell() )
continue;
DistSq = VSizeSq(P.Location - PC.ViewTarget.Location);
// if pawn has flashlight on we may be done
if ( P.Flashlight.bEnabled )
{
if ( PC.ViewTarget == P )
{
`log("Flashlight staying on for view target", bDebug);
return; // leave flashlight on
}
else if ( DistSq < TeammateSwitchRadiusSq )
{
`log("Flashlight staying on for"@P, bDebug);
return; // leave flashlight on
}
DisableList.AddItem(P);
}
// rate by distance
if ( BestPawn == None || DistSq < BestDistSq )
{
BestPawn = P;
BestDistSq = DistSq;
}
}
// If no players have their light on we can stop the timer
if ( BestPawn == None )
{
PC.ClearTimer(nameof(ChooseBestFlashlightTimer), self);
}
// Enable flashlight on bestPawn and disable on others
else if ( BestPawn != None && !BestPawn.Flashlight.bEnabled )
{
BestPawn.Flashlight.SetEnabled(true);
// Disable others (Length "should" always be 1)
for(i = 0; i < DisableList.Length; i++)
{
DisableList[i].Flashlight.SetEnabled(false);
}
}
}
defaultproperties
{
Begin Object Class=LightFunction Name=FlashLightFunction_0
SourceMaterial=Material'FX_Mat_Lib.VFX_Flashlight_PM'
End Object
Begin Object Class=SpotLightComponent Name=FlashlightTemplate_0
Brightness=0.5
InnerConeAngle=5
OuterConeAngle=20
Radius=3000
CastShadows=FALSE
CastStaticShadows=FALSE
CastDynamicShadows=FALSE
bCastPerObjectShadows=false
ForceCastDynamicShadows=FALSE
Function=FlashLightFunction_0
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
bEnabled=FALSE
bUpdateOwnerRenderTime=TRUE
End Object
LightTemplate=FlashlightTemplate_0
Begin Object Class=StaticMeshComponent Name=LightConeComp_0
CastShadow=FALSE
bAcceptsStaticDecals=FALSE
bAcceptsDecals=FALSE
CollideActors=FALSE
BlockActors=FALSE
BlockZeroExtent=FALSE
BlockNonZeroExtent=FALSE
BlockRigidBody=FALSE
End Object
LightConeMeshComp=LightConeComp_0
FlashlightSocketName=FlashLight
TeammateSwitchRadius=1500 // 15m
TeammateSwitchTimer=10.f
MaxAIWarningDistSQ=4000000
MaxAIWarningDistFromPointSQ=16384
}