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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFProj_BloatPukeMine
//=============================================================================
// Projectile class for bloat puke mine
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFProj_BloatPukeMine extends KFProjectile;
/** Steepest a slope can be for the mine to stick */
const MINMINEFLOORZ = 0.8f;
/** Ground FX template */
var ParticleSystem GroundFXTemplate;
/** Burst FX template */
var ParticleSystem BurstFXTemplate;
/** Cached team number, because players can switch teams */
var byte TeamNum;
/** How much damage the mine can take before exploding */
var int Health;
/** Dampen amount for every bounce */
var float DampenFactor;
/** Dampen amount for parallel angle to velocity */
var float DampenFactorParallel;
/** How much to offset the mine when spawning inside of collision */
var float SpawnCollisionOffsetAmt;
/** Vector to offset the ground FX particle system by when landing */
var vector LandedFXOffset;
/** Armed mine collision settings */
var float ExplodeTriggerRadius, ExplodeTriggerHeight;
/** Sound mine makes when it hits something and bounces off */
var AkEvent BounceAkEvent;
/** Sound mine makes when it hits something and comes to rest */
var AkEvent ImpactAkEvent;
/** Decal settings */
var MaterialInterface ImpactDecalMaterial;
var float ImpactDecalWidth;
var float ImpactDecalHeight;
var float ImpactDecalThickness;
/** How long the mine can exist before exploding */
var float FuseDuration;
/** Tells clients to trigger an explosion */
var repnotify bool bClientExplode;
/** Whether we've triggered a fade out */
var bool bFadingOut;
/** How long it should take to fade out this mine */
var float FadeOutTime;
/** Maximum number of times this mine can bounce */
var const int MaxBounces;
var int NumBounces;
replication
{
if( bNetDirty )
bClientExplode;
}
simulated event ReplicatedEvent( name VarName )
{
if( VarName == nameOf(bClientExplode) )
{
TriggerExplosion( Location, vect(0,0,1), none );
}
else
{
super.ReplicatedEvent( VarName );
}
}
/** Adds our puke mine to the pool */
simulated event PostBeginPlay()
{
local vector Hitlocation, HitNormal;
// Cache team num
TeamNum = GetTeamNum();
super.PostBeginPlay();
if( WorldInfo.NetMode != NM_Client )
{
if( InstigatorController != none || IsAIProjectile() )
{
class'KFGameplayPoolManager'.static.GetPoolManager().AddProjectileToPool( self, PPT_PukeMine );
}
else
{
Destroy();
return;
}
}
if( Role == ROLE_Authority )
{
// If we're spawning in collision for some reason, offset it towards the instigator to keep it in play
Instigator.Trace( HitLocation, HitNormal, Location, Instigator.Location, false,,, TRACEFLAG_Bullet );
if( !IsZero(HitLocation) )
{
SetLocation( HitLocation + HitNormal*SpawnCollisionOffsetAmt );
}
SetTimer( FuseDuration, false, nameOf(Timer_Explode) );
}
}
/** Overridden to do nothing */
simulated function Shutdown() {}
simulated protected function StopSimulating() {}
simulated function Explode( vector HitLocation, vector HitNormal ) {}
/** Give a little bounce */
simulated event HitWall( vector HitNormal, Actor Wall, PrimitiveComponent WallComp )
{
// Don't collide with other puke mines
if( Wall.class == class )
{
return;
}
if( CanStick(Wall, HitNormal) )
{
Stick( Location, HitNormal );
}
else
{
Bounce( HitNormal, Wall );
}
}
simulated protected function bool CanStick( Actor HitActor, out vector HitNormal )
{
// Basic slope check
if( HitNormal.Z < MINMINEFLOORZ )
{
return false;
}
return true;
}
simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
{
if( Other.bWorldGeometry || Other.bStatic )
{
HitWall( HitNormal, Other, OtherComp );
}
}
/** Adjusts movement/physics of projectile.
* Returns true if projectile actually bounced / was allowed to bounce */
simulated function bool Bounce( vector HitNormal, Actor BouncedOff )
{
local vector VNorm;
// Avoid crazy bouncing
if( LastBounced.Actor != none && BouncedOff != none && BouncedOff == LastBounced.Actor && `TimeSince(LastBounced.Time) < 0.1f )
{
return false;
}
// Reflect off BouncedOff w/damping
VNorm = (Velocity dot HitNormal) * HitNormal;
Velocity = -VNorm * DampenFactor + (Velocity - VNorm) * DampenFactorParallel;
Speed = VSize(Velocity);
if( Speed < 40 )
{
Stick( Location, HitNormal );
return false;
}
// also done from ProcessDestructibleTouchOnBounce. update LastBounced to solve problem with bouncing rapidly between world/non-world geometry
LastBounced.Actor = BouncedOff;
LastBounced.Time = WorldInfo.TimeSeconds;
// Play a sound
PlayImpactSound();
return true;
}
/** Called once the mine has finished moving */
simulated function Stick( vector StuckLocation, vector StuckNormal )
{
local vector HitLocation, HitNormal;
local rotator StuckRotation;
local KFProj_BloatPukeMine PukeMine;
local rotator RandRot;
SetPhysics( PHYS_None );
RotationRate = rot(0,0,0);
// Modify the collision so it can be detonated by the player
CylinderComponent.SetTraceBlocking( true, true );
SetCollisionSize( ExplodeTriggerRadius, ExplodeTriggerHeight );
CylinderComponent.SetActorCollision( true, false );
bCollideComplex = false;
bBounce = false;
// Optimize for network
NetUpdateFrequency = 0.25f;
bOnlyDirtyReplication = true;
bForceNetUpdate = true;
// Set rotation
Trace( HitLocation, HitNormal, Location - vect(0,0,50), Location + vect(0,0,5), false,,, TRACEFLAG_Bullet );
if( !IsZero(HitLocation) )
{
StuckRotation = rotator( HitNormal );
}
else
{
StuckRotation = rotator( StuckNormal );
}
// Destroy any overlapping mines
if( Role == ROLE_Authority )
{
foreach TouchingActors( class'KFProj_BloatPukeMine', PukeMine )
{
PukeMine.TriggerExplosion( PukeMine.Location, vect(0,0,1), none );
}
}
SetRotation( StuckRotation );
// Apply some random yaw
RandRot.Yaw = Rand( 65535 );
SetRelativeRotation( RandRot );
// Swap to ground FX
SwapToGroundFX( StuckRotation );
// Play a sound
PlayImpactSound( true );
// Spawn an impact decal
SpawnImpactDecal( StuckLocation, StuckNormal );
// Go to armed state
GotoState( 'Armed' );
}
/** Switch to ground fx */
simulated function SwapToGroundFX( rotator GroundRotation )
{
// Replace the flying effects with ground FX
if( WorldInfo.NetMode != NM_DedicatedServer && !IsInState('Armed') )
{
StopFlightEffects();
ProjFlightTemplate = GroundFXTemplate;
ProjFlightTemplateZedTime = GroundFXTemplate;
bAutoStartAmbientSound = true;
SpawnFlightEffects();
ProjEffects.SetAbsolute( true, true, false );
ProjEffects.SetTranslation( Location + LandedFXOffset );
ProjEffects.SetRotation( GroundRotation );
}
}
/** Plays a sound on impact */
simulated function PlayImpactSound( optional bool bIsAtRest )
{
if( WorldInfo.NetMode != NM_DedicatedServer )
{
if( bIsAtRest )
{
PostAkEvent( ImpactAkEvent, true, true, false );
}
else
{
PostAkEvent( BounceAkEvent, true, true, false );
}
}
}
/** Spawns a decal at the impact location */
simulated function SpawnImpactDecal( vector HitLocation, vector HitNormal )
{
if( WorldInfo.MyDecalManager != none && !WorldInfo.bDropDetail && !IsInState('Armed'))
{
WorldInfo.MyDecalManager.SpawnDecal( ImpactDecalMaterial, HitLocation, rotator(-HitNormal), ImpactDecalWidth, ImpactDecalHeight, ImpactDecalThickness, true );
}
}
/** Validates a touch */
simulated function bool ValidTouch( Pawn Other )
{
// Make sure only enemies detonate
if( Other.GetTeamNum() == TeamNum || !Other.IsAliveAndWell() )
{
return false;
}
// Make sure not touching through wall
return FastTrace( Other.Location, Location,, true );
}
/** When touched by an actor */
simulated event Touch( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )
{
local Pawn P;
// If touched by an enemy pawn, explode
P = Pawn( Other );
if( P != None )
{
if( `TimeSince(CreationTime) >= 0.1f && ValidTouch(P) )
{
TriggerExplosion( Location, vect(0,0,1), P );
}
}
else if( bBounce )
{
super.Touch( Other, OtherComp, HitLocation, HitNormal );
}
}
/** Capture damage so that human players can destroy the mine */
singular event TakeDamage( int inDamage, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser )
{
// Don't blow up when fading out and don't let mines blow each other up, no matter what team
if( bFadingOut || DamageCauser.class == class || DamageType == ExplosionTemplate.MyDamageType || Physics != PHYS_None )
{
return;
}
if( Health > 0 && inDamage > 0 && InstigatedBy != none && InstigatedBy.GetTeamNum() != TeamNum )
{
Health -= inDamage;
if( Health <= 0 )
{
TriggerExplosion( Location, vect(0,0,1), none );
}
}
}
/** Blows up mine immediately */
function Detonate()
{
TriggerExplosion( Location, vect(0,0,1), none );
}
/** Blows up on a timer */
function Timer_Explode()
{
Detonate();
}
/** Explode this mine */
simulated function TriggerExplosion(Vector HitLocation, Vector HitNormal, Actor HitActor)
{
// If we're fading out, don't explode
if( bFadingOut )
{
return;
}
super.TriggerExplosion( HitLocation, HitNormal, HitActor );
SetHidden( true );
/** Tell clients to explode */
if( Role == ROLE_Authority )
{
bClientExplode = true;
bForceNetUpdate = true;
}
}
/** If bFadingOut, shrinks mine and destroys it */
simulated event Tick( float DeltaTime )
{
local float FadeOutSize;
super.Tick( DeltaTime );
if( bFadingOut )
{
FadeOutSize = ( FadeOutTime - WorldInfo.TimeSeconds ) / default.FadeOutTime;
// Spawn a burst effect and destroy when we've shrunk small enough
if( FadeOutSize <= 0.25f )
{
bFadingOut = false;
SpawnBurstEffect();
Destroy();
return;
}
// Shrink visuals
if( ProjEffects != none )
{
ProjEffects.SetScale( FadeOutSize );
}
}
}
/** Tells clients to start fading out */
simulated event TornOff()
{
FadeOut();
}
/** Fades this mine out and destroys it */
simulated function FadeOut()
{
// If we're in midair, just destroy
if( Physics == PHYS_Falling )
{
Destroy();
return;
}
// Already fading, early out
if( bFadingOut || bDeleteMe || (WorldInfo.NetMode == NM_DedicatedServer && bTearOff) )
{
return;
}
// Remove ownership
SetOwner( none );
// Turn off collision
SetCollision( false, false );
// Dedicated server doesn't need to fade
if( WorldInfo.NetMode != NM_DedicatedServer )
{
// Set initial fade values
bFadingOut = true;
FadeOutTime = WorldInfo.TimeSeconds + default.FadeOutTime;
}
else
{
// Delay destruction slightly
SetTimer( 0.2f, false, nameOf(Timer_Destroy) );
}
// Tell clients to tear off and fade out on their own
if( WorldInfo.NetMode != NM_Client )
{
bTearOff = true;
bNetDirty = true;
bForceNetUpdate = true;
}
}
simulated function Timer_Destroy()
{
Destroy();
}
/** Spawns a small burst effect when the mine has finished shrinking */
simulated function SpawnBurstEffect()
{
if( WorldInfo.NetMode == NM_DedicatedServer || WorldInfo.MyEmitterPool == none || ProjEffects == none )
{
return;
}
WorldInfo.MyEmitterPool.SpawnEmitter( BurstFXTemplate, ProjEffects.GetPosition(), rotator(vect(0,0,1)) );
}
/** Removes our puke mine from the pool */
simulated event Destroyed()
{
if( WorldInfo.NetMode != NM_Client )
{
if( InstigatorController != none )
{
class'KFGameplayPoolManager'.static.GetPoolManager().RemoveProjectileFromPool( self, PPT_PukeMine );
}
}
super.Destroyed();
}
/**
* State where this mine is waiting to detonate
*/
simulated state Armed
{
/** Make sure no pawn already touching */
simulated function CheckTouching()
{
local Pawn P;
foreach TouchingActors( class'Pawn', P )
{
Touch( P, None, Location, Normal(Location - P.Location) );
}
}
/** Adjust collision */
simulated function BeginState( Name PreviousStateName )
{
CheckTouching();
}
}
/** Controller left, explode after a short time */
simulated function OnInstigatorControllerLeft()
{
if( WorldInfo.NetMode != NM_Client )
{
SetTimer( 1.f + Rand(5) + fRand(), false, nameOf(Timer_Explode) );
}
}
defaultproperties
{
Health=50 //100 //150
LifeSpan=0
FuseDuration=300
PostExplosionLifetime=1
Speed=1000 //500
MaxSpeed=1000 //500
Physics=PHYS_Falling
bBounce=true
bNetTemporary=false
ProjFlightTemplate=ParticleSystem'ZED_Bloat_EMIT.FX_Bloat_Mine_projectile_01'
GroundFXTemplate=ParticleSystem'ZED_Bloat_EMIT.FX_Bloat_Mine_01'
BurstFXTemplate=ParticleSystem'ZED_Bloat_EMIT.FX_Bloat_Mine_Hit_01'
ExplosionActorClass=class'KFExplosion_PlayerBloatPukeMine'
bSuppressSounds=false
bAmbientSoundZedTimeOnly=false
bAutoStartAmbientSound=false
bStopAmbientSoundOnExplode=true
AmbientSoundPlayEvent=AkEvent'WW_ZED_Bloat.Play_Bloat_Mine_Amb_LP'
AmbientSoundStopEvent=AkEvent'WW_ZED_Bloat.Stop_Bloat_Mine_Amb_LP'
ImpactAkEvent=AkEvent'WW_ZED_Bloat.Play_Bloat_Mine_Hit'
BounceAkEvent=AkEvent'WW_ZED_Bloat.Play_Bloat_Mine_Bounce'
Begin Object Class=AkComponent name=AmbientAkSoundComponent
bStopWhenOwnerDestroyed=true
bForceOcclusionUpdateInterval=true
OcclusionUpdateInterval=0.25f
End Object
AmbientComponent=AmbientAkSoundComponent
Components.Add(AmbientAkSoundComponent)
ImpactDecalMaterial=DecalMaterial'FX_Mat_Lib.FX_Puke_Mine_Splatter_DM'
ImpactDecalWidth=178.f
ImpactDecalHeight=178.f
ImpactDecalThickness=28.f
Begin Object Name=CollisionCylinder
CollisionRadius=10.f
CollisionHeight=10.f
CollideActors=true
BlockNonZeroExtent=false
PhysMaterialOverride=PhysicalMaterial'ZED_Bloat_EMIT.BloatPukeMine_PM'
End Object
bBlockedByInstigator=false
bCollideActors=true
bProjTarget=true
bCanBeDamaged=true
bCollideComplex=true
bNoEncroachCheck=true
bAlwaysRelevant=true
bGameRelevant=true
bPushedByEncroachers=false
DampenFactor=0.125f
DampenFactorParallel=0.175f
LandedFXOffset=(X=0,Y=0,Z=2)
// Since we're still using an extent cylinder, we need a line at 0
ExtraLineCollisionOffsets.Add(())
SpawnCollisionOffsetAmt=28.f
// Collision size we should use when waiting to be triggered
ExplodeTriggerRadius=60.f
ExplodeTriggerHeight=22.f
// Fade out properties
FadeOutTime=1.75f
// Explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=15 //45 //30
DamageRadius=200 //450
DamageFalloffExponent=0.f
DamageDelay=0.f
MyDamageType=class'KFDT_Toxic_BloatPukeMine'
//bIgnoreInstigator is set to true in PrepareExplosionTemplate
// Damage Effects
KnockDownStrength=0
KnockDownRadius=0
FractureMeshRadius=0
FracturePartVel=0
ExplosionEffects=KFImpactEffectInfo'ZED_Bloat_ARCH.Bloat_Mine_Explosion'
ExplosionSound=AkEvent'WW_ZED_Bloat.Play_Bloat_Mine_Explode'
MomentumTransferScale=0
// Dynamic Light
ExploLight=none
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
CamShakeInnerRadius=200
CamShakeOuterRadius=400
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
GlassShatterType=FMGS_ShatterAll
}