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

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//=============================================================================
// KFDroppedPickup
//=============================================================================
// Implements dropped weapon/item pickups
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Christian "schneidzekk" Schneider
//=============================================================================
// Based on GearDroppedPickup
// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class KFDroppedPickup extends DroppedPickup
native
nativereplication;
var const RigidBodyState RBState;
var const float AngErrorAccumulator;
/** True if a collision should trigger audio, false otherwise. */
var transient bool bCollisionSoundsEnabled;
var protectedwrite MeshComponent MyMeshComp;
/** Cache a reference to the cylinder component */
var protectedwrite CylinderComponent MyCylinderComp;
/** (TW) Setup rigid body physics for static meshes components */
var const bool bEnableStaticMeshRBPhys;
/** (TW) If set this pickups passes (and can be picked) through blocking volumes) */
var const bool bIgnoreBlockingVolumes;
/** When TRUE, there is a delay before the owner is allowed to re-pickup if they are low on health */
var protected const bool bUseLowHealthDelay;
/** Skin assigned from dropped weapon */
var int SkinItemId;
/** Whether the weapon skin has finished loading */
var bool bWaitingForWeaponSkinLoad;
/** Whether or not to use the authority's rigid body update */
var protected bool bUseAuthorityRBUpdate;
/** Life span after changing authority update status */
var protected float PostAuthorityChangeLifeSpan;
/** Amount of delay before anything can pick this up */
var protected float PickupDelay;
// Visuals
var bool bEmptyPickup; // pickup has an inventory with no ammo
var LinearColor EmptyPickupColor;
var bool bUpgradedPickup; //if the item has an upgrade level of > 0
cpptext
{
// AActor interface
virtual void physRigidBody(FLOAT DeltaTime);
virtual INT* GetOptimizedRepList(BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel);
}
replication
{
if ( Role == ROLE_Authority )
RBState, bUseAuthorityRBUpdate;
if ( bNetInitial )
SkinItemId, bEmptyPickup, bUpgradedPickup;
}
/*********************************************************************************************
Constructors, Destructors, and Loading
********************************************************************************************* */
simulated native function StaticMesh GetPickupMesh(class<KFWeapon> ItemClass);
/**
* sets the pickups mesh and makes it the collision component so we can run rigid body physics on it
*/
simulated function SetPickupMesh(PrimitiveComponent NewPickupMesh)
{
local ActorComponent Comp;
local SkeletalMeshComponent SkelMC;
local StaticMeshComponent StaticMC;
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local KFGameInfo KFGI;
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if (Role == ROLE_Authority )
{
if ( Inventory != None && Inventory.IsA('KFWeapon') )
{
SkinItemId = KFWeapon(Inventory).SkinItemId;
bEmptyPickup = !KFWeapon(Inventory).HasAnyAmmo();
bUpgradedPickup = KFWeapon(Inventory).CurrentWeaponUpgradeIndex > 0;
}
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KFGI = KFGameInfo(WorldInfo.Game);
if (KFGI != none && KFGI.OutbreakEvent != none && KFGI.OutbreakEvent.ActiveEvent.DroppedItemLifespan >= 0.0f)
{
LifeSpan = KFGI.OutbreakEvent.ActiveEvent.DroppedItemLifespan;
}
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SetTimer(LifeSpan, false, nameof(TryFadeOut));
}
if (NewPickupMesh != None)
{
if (CollisionComponent == None || CollisionComponent.Class != NewPickupMesh.Class)
{
Comp = new(self) NewPickupMesh.Class(NewPickupMesh);
MyMeshComp = MeshComponent(Comp);
AttachComponent(Comp);
MyCylinderComp = CylinderComponent(CollisionComponent);
AlignMeshToCylinder();
CollisionComponent = PrimitiveComponent(Comp);
}
else
{
Comp = CollisionComponent;
}
//Weapons packages are async loaded from string. At this point the packages will be loaded into root,
// but the asset still has to be grabbed and set.
if (class<KFWeapon>(InventoryClass) != none)
{
StaticMeshComponent(MyMeshComp).SetStaticMesh(GetPickupMesh(class<KFWeapon>(InventoryClass)));
}
// Set up physics on the cloned component
CollisionComponent.SetScale3D(NewPickupMesh.Scale3D);
CollisionComponent.SetBlockRigidBody(TRUE);
CollisionComponent.SetActorCollision(TRUE,FALSE);
CollisionComponent.SetRBChannel( RBCC_Pickup );
CollisionComponent.SetRBCollidesWithChannel( RBCC_Default, TRUE );
if ( !bIgnoreBlockingVolumes )
{
CollisionComponent.SetRBCollidesWithChannel( RBCC_BlockingVolume, TRUE );
}
CollisionComponent.SetNotifyRigidBodyCollision( TRUE );
CollisionComponent.ScriptRigidBodyCollisionThreshold = 100;
CollisionComponent.WakeRigidBody();
SkelMC = SkeletalMeshComponent(CollisionComponent);
if (SkelMC != None)
{
SkelMC.bUpdateSkelWhenNotRendered=FALSE;
SkelMC.bComponentUseFixedSkelBounds=FALSE; // using physics when dropped, can't use fixed bounds
SkelMC.PhysicsWeight = 1.f;
SkelMC.SetHasPhysicsAssetInstance(TRUE);
if (Role == ROLE_Authority)
{
SetPhysics(PHYS_RigidBody);
}
SkelMC.PhysicsAssetInstance.SetAllBodiesFixed(false);
bCallRigidBodyWakeEvents = true;
}
else
{
StaticMC = StaticMeshComponent(CollisionComponent);
if (StaticMC != none && bEnableStaticMeshRBPhys)
{
CollisionComponent.InitRBPhys();
if (Role == ROLE_Authority && CollisionComponent.BodyInstance != None)
{
SetPhysics(PHYS_RigidBody);
}
bCallRigidBodyWakeEvents = true;
// PhysX3 fix - Inherit RB velocity from actor (StaticMesh only)
MyMeshComp.SetRBLinearVelocity(Velocity);
Velocity = vect(0,0,0);
}
}
SetPickupSkin(SkinItemId);
}
}
native function bool StartLoadPickupSkin(int SkinId);
simulated event SetPickupSkin(int ItemId, bool bFinishedLoading = false)
{
local array<MaterialInterface> SkinMICs;
if (ItemId > 0 && WorldInfo.NetMode != NM_DedicatedServer && !bWaitingForWeaponSkinLoad)
{
if (bFinishedLoading || !StartLoadPickupSkin(ItemId))
{
SkinMICs = class'KFWeaponSkinList'.static.GetWeaponSkin(ItemId, WST_Pickup);
if ( SkinMICs.Length > 0 )
{
MyMeshComp.SetMaterial(0, SkinMICs[0]);
}
}
}
if (bUpgradedPickup)
{
SetUpgradedMaterial();
}
if (bEmptyPickup)
{
SetEmptyMaterial();
}
}
simulated function SetUpgradedMaterial()
{
local MaterialInstanceConstant MeshMIC;
if (MyMeshComp != None)
{
MeshMIC = MyMeshComp.CreateAndSetMaterialInstanceConstant(0);
if (MeshMIC != None)
{
MeshMIC.SetScalarParameterValue('Upgrade', 1);
}
}
}
simulated function SetEmptyMaterial()
{
local MaterialInstanceConstant MeshMIC;
if (MyMeshComp != None)
{
MeshMIC = MyMeshComp.CreateAndSetMaterialInstanceConstant(0);
if (MeshMIC != None)
{
MeshMIC.SetVectorParameterValue('GlowColor', EmptyPickupColor);
}
}
}
/**
* returns the display name of the item to be picked up
*/
simulated function String GetDisplayName()
{
if ( InventoryClass != None )
{
return InventoryClass.Default.ItemName;
}
return "";
}
/** Moves the mesh to be centered and sized correctly since most of our weapon meshes are way off center */
simulated function AlignMeshToCylinder()
{
local vector MeshCenterLocal;
local SkeletalMeshComponent SkelComp;
// translate mesh so that the bounds origin is at the actor position
SkelComp = SkeletalMeshComponent(MyMeshComp);
if (SkelComp != None)
{
MeshCenterLocal = (SkelComp.Bounds.Origin - Location) << Rotation;
SkelComp.SetTranslation(-MeshCenterLocal);
}
}
/*********************************************************************************************
PHYS_RigidBody
********************************************************************************************* */
/** RigidBody went to sleep after being awake - only valid if bCallRigidBodyWakeEvents==TRUE */
event OnSleepRBPhysics()
{
local SkeletalMeshComponent SkelComp;
//`log( "turning off RB collision" );
CollisionComponent.SetNotifyRigidBodyCollision(false);
ClearTimer( 'CheckForRigidBodySleepState' );
CollisionComponent.SetBlockRigidBody(false);
CollisionComponent.SetActorCollision(false, false);
// Fix in place so nothing can move it.
SkelComp = SkeletalMeshComponent(CollisionComponent);
if (SkelComp != None && SkelComp.PhysicsAssetInstance != None)
{
SkelComp.PhysicsAssetInstance.SetAllBodiesFixed(true);
SkelComp.bUpdateKinematicBonesFromAnimation = false;
}
if (SkelComp != None)
{
SkelComp.bNoSkeletonUpdate = true;
SkelComp.bUpdateSkelWhenNotRendered = false;
SkelComp.SetAnimTreeTemplate(None);
}
else if ( bEnableStaticMeshRBPhys )
{
CollisionComponent.GetRootBodyInstance().SetFixed(true);
}
// reduce to dirty replication like DroppedPickup
bOnlyDirtyReplication = true;
bNetDirty = true;
// pretend we were rendered this frame to make sure everything (bounds, physics, etc) gets updated with our final pose
CollisionComponent.LastRenderTime = WorldInfo.TimeSeconds;
AlignCollisionCylinder();
}
/** moves the cylinder to be centered and sized correctly since most of our weapon meshes are way off center */
simulated final function AlignCollisionCylinder()
{
local vector MeshCenter;
local vector MeshTranslationLocal;
MeshCenter = (MyMeshComp.Bounds.Origin - Location);
// Added cylinder CollisionHeight so that cylinder rests on the floor
MeshTranslationLocal = (MyCylinderComp.default.CollisionHeight * vect(0,0,1) + MeshCenter) << Rotation;
MyCylinderComp.SetTranslation(MeshTranslationLocal);
}
/** @see GearWeapon.DropFrom for the ScriptRigidBodyCollisionThreshold value we use **/
event RigidBodyCollision(PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent,
const out CollisionImpactData RigidCollisionData, int ContactIndex)
{
PlayCollisionSound();
}
/*********************************************************************************************
Sound Effects
********************************************************************************************* */
/**
* Overridden to prevent adding to navigation network.
*/
event Landed(vector HitNormal, actor FloorActor)
{
bForceNetUpdate = TRUE;
NetUpdateFrequency = 3;
PlayCollisionSound();
}
function PlayCollisionSound()
{
//local SoundCue Cue;
//local float Duration;
if (bCollisionSoundsEnabled)
{
//Cue = class<KFWeapon>(InventoryClass).default.WeaponDropSound;
//if (Cue != None)
//{
// Duration = Cue.GetCueDuration();
// SetTimer( Duration, FALSE, nameof(ReenableCollisionSounds) );
// PlaySound(Cue);
// bCollisionSoundsEnabled = FALSE;
//}
}
}
function ReenableCollisionSounds()
{
bCollisionSoundsEnabled = TRUE;
}
/*********************************************************************************************
Inventory
********************************************************************************************* */
/**
* Give pickup to player
*/
function GiveTo(Pawn P)
{
local KFWeapon KFW;
local class<KFWeapon> KFWInvClass;
local Inventory NewInventory;
local KFInventoryManager KFIM;
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local KFGameReplicationInfo KFGRI;
KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
if (KFGRI != none && KFGRI.bIsEndlessPaused)
{
return;
}
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KFIM = KFInventoryManager(P.InvManager);
if (KFIM != None)
{
KFWInvClass = class<KFWeapon>(InventoryClass);
foreach KFIM.InventoryActors(class'KFWeapon', KFW)
{
if (KFW.Class == InventoryClass)
{
// if this isn't a dual-wield class, then we can't carry another
if (KFW.DualClass == none)
{
PlayerController(P.Owner).ReceiveLocalizedMessage(class'KFLocalMessage_Game', GMT_AlreadyCarryingWeapon);
return;
}
break;
}
// if we already have the dual version of this single, then we can't carry another
else if (KFWInvClass != none && KFW.Class == KFWInvClass.default.DualClass)
{
PlayerController(P.Owner).ReceiveLocalizedMessage(class'KFLocalMessage_Game', GMT_AlreadyCarryingWeapon);
return;
}
}
if (KFWInvClass != none && KFWeapon(Inventory) != none && !KFIM.CanCarryWeapon(KFWInvClass, KFWeapon(Inventory).CurrentWeaponUpgradeIndex))
{
PlayerController(P.Owner).ReceiveLocalizedMessage(class'KFLocalMessage_Game', GMT_TooMuchWeight);
return;
}
NewInventory = KFIM.CreateInventory(InventoryClass, true);
if (NewInventory != none)
{
// Added extra check in case we want to pick up a non-weapon based pickup
KFW = KFWeapon(NewInventory);
if (KFW != none)
{
KFW.SetOriginalValuesFromPickup(KFWeapon(Inventory));
KFW = KFIM.CombineWeaponsOnPickup(KFW);
KFW.NotifyPickedUp();
}
Destroy();
}
}
if (Role == ROLE_Authority)
{
//refresh weapon hud here
NotifyHUDofWeapon(P);
}
}
event Destroyed()
{
super.Destroyed();
Inventory.Destroy();
Inventory = none;
}
function NotifyHUDofWeapon(Pawn P)
{
local KFPlayerController KFPC;
KFPC = KFPlayerController(P.Owner);
if (KFPC != none && KFPC.MyGFxHUD != none)
{
KFPC.MyGFxHUD.NotifyHUDofWeapon();
}
}
/*********************************************************************************************
* State Pickup
* Pickup is active
*********************************************************************************************/
function bool ValidTouch(Pawn Other);
auto state Pickup
{
/**
* Validate touch (if valid return true to let other pick me up and trigger event).
* Overridden to remove call to WorldInfo.Game.PickupQuery(Other, InventoryType, self) since we need this to be client side
*/
function bool ValidTouch(Pawn Other)
{
local Actor HitA;
local vector HitLocation, HitNormal;
local TraceHitInfo HitInfo;
local bool bHitWall;
// make sure its a live player
if (Other == None || !Other.bCanPickupInventory || !Other.IsAliveAndWell() || (Other.DrivenVehicle == None && Other.Controller == None))
{
return false;
}
if (`TimeSince(CreationTime) < PickupDelay)
{
return false;
}
// prevent picking up as soon as it's spawned
if ( Other == Instigator )
{
// If low on health, wait a little longer to allow pickup again
if( (bUseLowHealthDelay && (Instigator.Health / Instigator.HealthMax) <= 0.2f && `TimeSince(CreationTime) < 1.f)
|| `TimeSince(CreationTime) < 0.1f )
{
return false;
}
}
// make sure not touching through wall
foreach Other.TraceActors( class'Actor', HitA, HitLocation, HitNormal, MyCylinderComp.GetPosition() + vect(0,0,10), Other.Location, vect(1,1,1), HitInfo )
{
if ( IsTouchBlockedBy(HitA, HitInfo.HitComponent) )
{
if (MyMeshComp == None)
{
return false;
}
else
{
bHitWall = true;
break;
}
}
}
if (bHitWall)
{
// fail only if wall between both cylinder and mesh center
foreach Other.TraceActors( class'Actor', HitA, HitLocation, HitNormal, MyMeshComp.Bounds.Origin + vect(0,0,10), Other.Location, vect(1,1,1), HitInfo )
{
if ( IsTouchBlockedBy(HitA, HitInfo.HitComponent) )
{
return false;
}
}
}
// make sure game will let player pick me up
if (WorldInfo.Game.PickupQuery(Other, Inventory.class, self))
{
return true;
}
return false;
}
/**
* Overridden to prevent adding to navigation network.
*/
function BeginState(Name PreviousStateName)
{
SetTimer(LifeSpan - 1, false);
}
}
/** helper for ValidTouch */
simulated function bool IsTouchBlockedBy( Actor A, PrimitiveComponent HitComponent )
{
if( A != self && A.bWorldGeometry && HitComponent != none && HitComponent.BlockActors )
{
if ( BlockingVolume(A) != None )
{
return false;
}
return true;
}
return false;
}
/** Level was reset without reloading */
function Reset()
{
Destroy();
}
/** Handle any behavior associated with disabling the authority override for RB simulation. Also
* flip the replicated flag to let the clients take over.
*/
function DisableAuthorityRBSim()
{
bUseAuthorityRBUpdate = false;
//Since we're now doing client simulation, keep it around long enough to
// be useful, but no longer. Reset fadeout timer.
ClearTimer(nameof(TryFadeOut));
SetTimer(PostAuthorityChangeLifeSpan, false, nameof(TryFadeOut));
}
/*********************************************************************************************
* state FadeOut extends Pickup
* Pickup is about to disappear
*********************************************************************************************/
State FadeOut
{
function Tick(float DeltaTime)
{
SetDrawScale(FMax(0.01, DrawScale - Default.DrawScale * DeltaTime));
Global.Tick(DeltaTime);
}
simulated event BeginState(Name PreviousStateName)
{
bFadeOut = true;
RotationRate.Yaw=60000;
SetPhysics(PHYS_Rotating);
LifeSpan = 1.0;
}
/** disable normal touching. we require input from the player to pick it up */
event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
{
}
}
/** Called on the server, try to find out when item is not close to player */
function TryFadeOut()
{
local Pawn P;
//Only do this if we're letting server run the RB updates
if (bUseAuthorityRBUpdate)
{
// don't fade out yet if a player is nearby
foreach WorldInfo.AllPawns(class'Pawn', P, Location, 1024.0)
{
if (P.IsPlayerOwned())
{
SetTimer(5.0, false, nameof(TryFadeOut));
return;
}
}
}
GotoState('FadeOut');
}
defaultproperties
{
//TickGroup=TG_DuringAsyncWork // can't turn this on here as we get a TickGroup error when trying to update bones
bOnlyDirtyReplication=FALSE
bOnlyRelevantToOwner=FALSE
bAlwaysRelevant=TRUE
bKillDuringLevelTransition=TRUE
bCanStepUpOn=false
Lifespan=300.f
PostAuthorityChangeLifeSpan=5.f
Begin Object NAME=CollisionCylinder
CollisionRadius=+00075.000000
CollisionHeight=+00040.000000
CollideActors=true
Translation=(Z=40) // offset by CollisionHeight so that cylinder is on floor
End Object
bUseLowHealthDelay=TRUE
bCollisionSoundsEnabled=TRUE
// custom collision settings
bEnableStaticMeshRBPhys=TRUE
bUseAuthorityRBUpdate=TRUE
EmptyPickupColor=(R=0.75)
bWaitingForWeaponSkinLoad=false
}