488 lines
14 KiB
Ucode
488 lines
14 KiB
Ucode
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//=============================================================================
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// KFSM_GrappleCombined
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//=============================================================================
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// One grapple to rule them all. Combines GrappleAttack and GrappleStart
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// so we have better control over the transition.
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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 KFSM_GrappleCombined extends KFSM_InteractionPawnLeader
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native(SpecialMoves);
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// Animations
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var array<name> GrappleAnims;
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var bool bStopFullBodyWhenMoveEnds;
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var byte LastVariant; // The last anim index this special move played
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// Simple state flags for multi-stage special move
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enum EGrappleState
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{
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EGS_GrabAttempt,
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EGS_GrabSuccess,
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EGS_GrabMiss,
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};
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/** Beyond this distance the grapple will fail */
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var float MaxGrabDistance;
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/** Make sure Z distance isn't too far */
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var float MaxVictimZOffset;
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/** Anim to play when attempting to grab attach */
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var name GrabStartAnimName;
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/** If set, this ability can be blocked by a melee weapon */
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var bool bCanBeBlocked;
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/** Is set, the owner can cancel/abort this move after it's been started */
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var bool bCanBeInterrupted;
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/** The time from the start of the anim to check for a victim */
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var float GrabCheckTime;
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/** Minimum amount of time to grab if player released button */
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var float MinPlayerGrabTime;
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/** Should use root motion for the initial "grab attempt" animation */
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var bool bUseRootMotion;
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/** Restrictions for doing grab animation. */
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protected function bool InternalCanDoSpecialMove()
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{
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if( PawnOwner.IsHumanControlled() && PawnOwner.Physics == PHYS_Falling )
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{
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return false;
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}
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if ( KFPOwner.IsHeadless() )
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{
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return false;
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}
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return super.InternalCanDoSpecialMove();
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}
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/**
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* Can a new special move override this one before it is finished?
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* This is only if CanDoSpecialMove() == TRUE && !bForce when starting it.
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*/
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function bool CanOverrideMoveWith( Name NewMove )
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{
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if ( KFPOwner.SpecialMoveFlags == EGS_GrabAttempt )
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{
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if ( NewMove == 'KFSM_Stunned' || NewMove == 'KFSM_Stumble' )
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{
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return TRUE; // for NotifyAttackParried
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}
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}
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return FALSE;
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}
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/** Called when owning pawn has damage parried during this move */
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function bool CanInterruptWithParry()
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{
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return (KFPOwner.SpecialMoveFlags == EGS_GrabAttempt);
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}
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/** Set our grab flag to EGS_GrabAttempt (we don't start the grapple until we've grabbed a pawn) */
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static function byte PackFlagsBase( KFPawn P )
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{
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return EGS_GrabAttempt;
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}
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/** Notification called when Special Move starts */
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function SpecialMoveStarted(bool bForced, Name PrevMove )
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{
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// skip default (instant attach) behavior
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Super(KFSpecialMove).SpecialMoveStarted(bForced, PrevMove);
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// Reset variables
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Follower = None;
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bAlignFollowerLookSameDirAsMe = default.bAlignFollowerLookSameDirAsMe;
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bAlignPawns = default.bAlignPawns;
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bAlignFollowerRotation = default.bAlignFollowerRotation;
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bPendingStopFire = false;
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PlayGrabAnim();
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}
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/** Play an animation and enable the OnAnimEnd notification */
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function PlayGrabAnim()
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{
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GrabCheckTime = KFSkeletalMeshComponent(PawnOwner.Mesh).GetAnimInterruptTime(GrabStartAnimName);
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// On the server start a timer to check collision
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if ( PawnOwner.Role == ROLE_Authority )
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{
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if ( GrabCheckTime <= 0 )
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{
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`warn("Failed to play" @ GrabStartAnimName @ "on special move" @ Self @ "on Pawn" @ PawnOwner);
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PawnOwner.SetTimer(0.25f, FALSE, nameof(AbortSpecialMove), Self);
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return;
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}
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PawnOwner.SetTimer(GrabCheckTime, FALSE, nameof(CheckGrapple), Self);
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}
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PlaySpecialMoveAnim(GrabStartAnimName, EAS_FullBody);
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if ( bUseRootMotion )
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{
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EnableRootMotion();
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}
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}
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/**
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* Check to see if we're in range to lock into a grapple
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* Network: Server
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*/
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function CheckGrapple()
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{
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local vector ToEnemy;
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local vector Extent, HitLocation, HitNormal;
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local Actor HitActor;
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local KFPawn Victim;
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if( KFPOwner.IsHumanControlled() )
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{
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Victim = KFPawn(FindPlayerGrabTarget());
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}
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else if( AIOwner != none )
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{
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Victim = KFPawn( AIOwner.Enemy );
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}
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if( Victim != none && Victim.IsAliveAndWell() && Victim.GetTeamNum() != KFPOwner.GetTeamNum() /*&& AIOwner.Enemy.Physics != PHYS_Falling*/ )
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{
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if ( Victim != None && (bCanBeBlocked && Victim.MyKFWeapon != None && Victim.MyKFWeapon.IsGrappleBlocked(PawnOwner))
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|| (!Victim.CanBeGrabbed(KFPOwner, true)) )
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{
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return; // blocked by weapon or pawn can't be grabbed
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}
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// Check victim Z offset
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if( Abs(PawnOwner.Location.Z - Victim.Location.Z) > MaxVictimZOffset )
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{
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return;
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}
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ToEnemy = (PawnOwner.Location - Victim.Location);
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if( VSizeSq(ToEnemy) > Square(MaxGrabDistance) )
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{
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return; // exceeded max distance
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}
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if( !KFPOwner.IsHumanControlled() )
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{
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// Set our extent
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Extent.X = PawnOwner.GetCollisionRadius() * 0.5f;
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Extent.Y = Extent.X;
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Extent.Z = PawnOwner.GetCollisionHeight() * 0.5f;
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// trace for obstructions (already checked if IsHumanControlled())
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HitActor = PawnOwner.Trace(HitLocation, HitNormal, Victim.Location, PawnOwner.Location, true, Extent);
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if( HitActor != None && HitActor != Victim )
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{
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return;
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}
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}
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BeginGrapple(Victim);
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PlayGrappleLoopAnim();
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}
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}
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/** Returns a victim to try and grab onto */
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function Pawn FindPlayerGrabTarget()
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{
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local KFPawn_Monster KFPM;
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local vector StartLoc, EndLoc;
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KFPM = KFPawn_Monster(PawnOwner);
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if ( KFPM != None )
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{
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StartLoc = PawnOwner.Location;
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EndLoc = StartLoc + Normal(Vector(PawnOwner.Rotation)) * MaxGrabDistance;
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return KFPM.MeleeAttackHelper.FindVictimByFOV(StartLoc, EndLoc, MaxGrabDistance);
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}
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}
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/**
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* Used for Pawn to Pawn interactions.
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* Return TRUE if we can perform an Interaction with this Pawn.
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*/
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function bool CanInteractWithPawn(KFPawn OtherPawn)
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{
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// Prevent interaction if potentiail victim is dead, not on our team, in Phys_Falling, or busy with another special move
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return( (OtherPawn.IsAliveAndWell() && !KFPOwner.IsSameTeam(OtherPawn) && OtherPawn.Physics != PHYS_Falling && !OtherPawn.IsDoingSpecialMove())
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&& Super.CanInteractWithPawn(OtherPawn) );
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}
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/** Called when grapple is successful and interaction pawn is attached */
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function BeginGrapple(optional KFPawn Victim)
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{
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if ( PawnOwner.Role == ROLE_Authority )
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{
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// @todo: Server only for now because the alignment code is not
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// network safe on simulated proxy. Needs invstigation!
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bAlignPawns = default.bAlignPawns;
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KFPOwner.InteractionPawn = Victim;
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KFPOwner.ReplicatedSpecialMove.InteractionPawn = Victim;
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// replicate attachment
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KFPOwner.SpecialMoveFlags = EGS_GrabSuccess;
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KFPOwner.ReplicatedSpecialMove.Flags = KFPOwner.SpecialMoveFlags;
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}
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// See if the grab should be ended early
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if( PawnOwner.IsHumanControlled() && PawnOwner.IsLocallyControlled() )
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{
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PawnOwner.SetTimer(MinPlayerGrabTime, false, nameof(CheckIfPlayerReleasedGrapple), self);
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}
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// stop root motion
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if ( bUseRootMotion && PawnOwner.Mesh.RootMotionMode == SMRootMotionMode )
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{
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DisableRootMotion();
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}
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// Set up a safety net in case interaction cannot be started
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PawnOwner.SetTimer( InteractionStartTimeOut, FALSE, nameof(self.InteractionStartTimedOut), self );
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// See if we can start interaction right now. If we can't, keep trying until we can.
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CheckReadyToStartInteraction();
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}
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/** StartInteraction */
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function StartInteraction()
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{
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local KFAIDirector AIDirector;
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super.StartInteraction();
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if( Follower != none && KFPOwner != none )
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{
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// Prevent grenade throwing for a short time after being grabbed to prevent players blowing themselves up
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if( KFWeapon(Follower.Weapon) != none )
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{
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KFWeapon(Follower.Weapon).ZedGrabGrenadeTossCooldown = Follower.WorldInfo.TimeSeconds + 0.35;
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}
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// Try to let the game's KFAIDirector know about the successful grab, so it can alert nearby Zeds
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// TODO: Might want to move this to a timer so other zeds aren't alerted until the grapple anim actively looping
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if( KFPOwner.MyKFAIC != none )
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{
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AIDirector = KFPOwner.MyKFAIC.MyAIDirector;
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//Let the AI controller know the initial attack succeeded
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if( KFAIController_Monster(KFPOwner.MyKFAIC) != none )
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{
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KFAIController_Monster(KFPOwner.MyKFAIC).bCompletedInitialGrabAttack = true;
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}
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}
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else if ( KFPOwner.WorldInfo.Game != None )
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{
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AIDirector = KFGameInfo( KFPOwner.WorldInfo.Game ).GetAIDirector();
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if ( AIDirector != None )
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{
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// We currently don't notify if/when the player breaks away from the grab
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AIDirector.NotifyPawnGrabbed( Follower, KFPOwner );
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}
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}
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}
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}
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/** Use timer & animlength instead of animend */
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function AnimEndNotify(AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)
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{
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if( KFPOwner != none && KFPOwner.Role == ROLE_Authority )
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{
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if ( KFPOwner.SpecialMoveFlags == EGS_GrabAttempt )
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{
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KFPOwner.EndSpecialMove();
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}
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else
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{
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PlayGrappleLoopAnim();
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}
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}
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}
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/** Toggle attachment */
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function SpecialMoveFlagsUpdated()
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{
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if ( KFPOwner.SpecialMoveFlags >= EGS_GrabSuccess )
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{
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// one-time attachment
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if ( Follower == None )
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{
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BeginGrapple();
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}
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PlayGrappleLoopAnim();
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}
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}
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/** Network: All */
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function PlayGrappleLoopAnim()
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{
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local byte Variant;
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if( KFPOwner != none && KFPOwner.Role == ROLE_Authority )
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{
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// Do not use the last variant
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Variant = Rand(default.GrappleAnims.Length);
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while(Variant == LastVariant)
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{
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Variant = Rand(default.GrappleAnims.Length);
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}
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LastVariant = Variant;
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KFPOwner.SpecialMoveFlags = (Variant << 4) + EGS_GrabSuccess;
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KFPOwner.ReplicatedSpecialMove.Flags = KFPOwner.SpecialMoveFlags;
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}
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PlaySpecialMoveAnim(GrappleAnims[KFPOwner.SpecialMoveFlags >> 4], EAS_FullBody);
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}
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/** Notification when Follower is leaving his FollowerSpecialMove */
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function OnFollowerLeavingSpecialMove()
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{
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KFPOwner.EndSpecialMove();
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}
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function SpecialMoveEnded(Name PrevMove, Name NextMove)
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{
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// Clear timers.
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PawnOwner.ClearTimer(nameof(CheckGrapple), Self);
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// stop root motion
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if ( bUseRootMotion && PawnOwner.Mesh.RootMotionMode == SMRootMotionMode )
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{
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DisableRootMotion();
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}
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if( bStopFullBodyWhenMoveEnds )
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{
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KFPOwner.StopBodyAnim(EAS_FullBody, 0.2f);
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}
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Super.SpecialMoveEnded(PrevMove, NextMove);
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}
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/** Handle bCanBeInterrupted, also see CanOverrideMoveWith() for interrupt moves */
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function NotifyOwnerTakeHit(class<KFDamageType> DamageType, vector HitLoc, vector HitDir, Controller InstigatedBy)
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{
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// Don't break grab if the damage was from someone on the same team
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if( InstigatedBy != none && KFPOwner != none && InstigatedBy.GetTeamNum() == KFPOwner.GetTeamNum() )
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{
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return;
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}
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if( !KFPOwner.IsHumanControlled() )
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{
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// End the move immediately and let ProcessAIHit force a SM_Stumble
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KFPOwner.EndSpecialMove();
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// force stumble when damaged from a grapple
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if ( KFPOwner.CanDoSpecialMove(SM_Stumble) && DamageType.default.StumblePower > 0 )
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{
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KFPOwner.DoSpecialMove(SM_Stumble,,, class'KFSM_Stumble'.static.PackBodyHitSMFlags(KFPOwner, HitDir));
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}
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}
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}
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/** Notification from the pawn that a medium (aka gun) or heavy (aka melee) affliction has been activated */
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function NotifyHitReactionInterrupt()
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{
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local vector HitDir;
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if ( KFPOwner.SpecialMoveFlags == EGS_GrabAttempt )
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{
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if ( bCanBeInterrupted )
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{
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// Force stumble. Cannot simple exit this move without aborting/overriding the animation
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if ( KFPOwner.CanDoSpecialMove(SM_Stumble) )
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{
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HitDir = Normal(KFPOwner.HitFxInfo.EncodedHitDirection);
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KFPOwner.DoSpecialMove(SM_Stumble,,, class'KFSM_Stumble'.static.PackBodyHitSMFlags(KFPOwner, HitDir));
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}
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}
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}
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}
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/* Called on some player-controlled moves when a firemode input has been pressed */
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function SpecialMoveButtonRetriggered()
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{
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bPendingStopFire = false;
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}
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/** Called on some player-controlled moves when a firemode input has been released */
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function SpecialMoveButtonReleased()
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{
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bPendingStopFire = true;
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// Wait out the initial grab attempt + minimum grab duration
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if( Follower == none || KFPOwner.IsTimerActive(nameOf(CheckIfPlayerReleasedGrapple), self) )
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{
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return;
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}
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KFPOwner.EndSpecialMove();
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if( KFPOwner.Role < ROLE_Authority && KFPOwner.IsLocallyControlled() )
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{
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KFPOwner.ServerDoSpecialMove( SM_None, true );
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}
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}
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/** Called when aborting the move due to player input */
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function CheckIfPlayerReleasedGrapple()
|
||
|
{
|
||
|
if( bPendingStopFire )
|
||
|
{
|
||
|
KFPOwner.EndSpecialMove();
|
||
|
if( KFPOwner.Role < ROLE_Authority && KFPOwner.IsLocallyControlled() )
|
||
|
{
|
||
|
KFPOwner.ServerDoSpecialMove( SM_None, true );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
Handle=SM_GrappleAttack
|
||
|
FollowerSpecialMove=SM_GrappleVictim
|
||
|
|
||
|
// ---------------------------------------------
|
||
|
// Animation
|
||
|
GrappleAnims=(Grab_Attack_V1, Grab_Attack_V2, Grab_Attack_V3)
|
||
|
GrabStartAnimName=Grab
|
||
|
bStopFullBodyWhenMoveEnds=true
|
||
|
|
||
|
// ---------------------------------------------
|
||
|
// Alignment
|
||
|
bServerOnlyPhysics=true
|
||
|
bAlignPawns=true
|
||
|
AlignDistance=92
|
||
|
|
||
|
// @deprecated: see ForceLookAtPawn
|
||
|
bAlignFollowerRotation=false
|
||
|
bAlignHumanFollowerControllerRotation=false
|
||
|
bStopAlignFollowerRotationAtGoal=true
|
||
|
AlignFollowerInterpSpeed=22.f
|
||
|
|
||
|
// ---------------------------------------------
|
||
|
// Movement
|
||
|
bDisableLook=false
|
||
|
bDisableMovement=true
|
||
|
bLockPawnRotation=false
|
||
|
|
||
|
// ---------------------------------------------
|
||
|
// Combat
|
||
|
MaxGrabDistance=210.f
|
||
|
MaxVictimZOffset=128.f
|
||
|
bCanBeBlocked=true
|
||
|
bCanBeInterrupted=true
|
||
|
MinPlayerGrabTime=3.f
|
||
|
}
|