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

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//=============================================================================
// KFPawn_ZedHansBase
//=============================================================================
// Base Hans Class. Put here so classes in KFGame could reference
// Hans properties, and if any native code is needed
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFPawn_ZedHansBase extends KFPawn_MonsterBoss
abstract;
/** Cached AI controller */
var KFAIController_Hans MyHansController;
/** If true, MkB42s are unholstered and aiming (also see bIsTargeting) */
var repnotify bool bGunsEquipped;
/*********************************************************************************************
* Battle phases
**********************************************************************************************/
/** Info for hans battle phases */
struct HansBattlePhaseInfo
{
/** Whether or not we can do the Frenzy attack this battle phase */
var bool bCanFrenzy;
/** Whether or not to desire sprinting behavior this battle phase */
var bool bSprintingBehavior;
/** Info on how often we can toss any grenades in this battle phase */
var float GlobalOffensiveNadePhaseCooldown;
/** Whether or not we can use a regular nerve gas toss this battle phase */
var bool bCanTossNerveGas;
/** Info on how often we can toss Nerve Gas Nades in this battle phase */
var float NerveGasTossPhaseCooldown;
/** Whether or not we can use a nerve gas barrage this battle phase */
var bool bCanBarrageNerveGas;
/** Info on how often we can barrage Nerve Gas Nades in this battle phase */
var float NerveGasBarragePhaseCooldown;
/** Whether or not we can use the MKB assault rifle this battle phase */
var bool bCanUseGuns;
/** Info on how often we can use guns in this battle phase */
var float GunAttackPhaseCooldown;
/** How long Hans will keep his guns out when he pulls them out in this battle phase */
var float GunAttackLengthPhase;
/** Whether or not we can use a regular grenade this battle phase */
var bool bCanTossGrenade;
/** Info on how often we can toss HENades in this battle phase */
var float HENadeTossPhaseCooldown;
/** Whether or not we can use grenade barrage this battle phase */
var bool bCanBarrageGrenades;
/** Info on how often we can barrage HENades in this battle phase */
var float HENadeBarragePhaseCooldown;
/** Whether Hans can move when throwing grenades, per difficulty level */
var array<bool> bCanMoveWhileThrowingGrenades;
/** Heal threshold (MaxHealth * HealThreshold) per difficulty level */
var array<float> HealThresholds;
/** Heal amount Health + MaxHealth*(MaxHealth * HealAmount) per difficulty level */
var array<float> HealAmounts;
/** Shield health per difficulty level */
var array<int> MaxShieldHealth;
structdefaultproperties
{
bSprintingBehavior=true
GlobalOffensiveNadePhaseCooldown=8
NerveGasTossPhaseCooldown=10
NerveGasBarragePhaseCooldown=20
GunAttackPhaseCooldown=20
GunAttackLengthPhase=15
HENadeTossPhaseCooldown=10
HENadeBarragePhaseCooldown=20
}
};
/** Configuration for the Hans battle phases */
var array<HansBattlePhaseInfo> BattlePhases;
/** Whether or not we've healed this battle phase */
var bool bHealedThisPhase;
/** Amount of health healed this phase (cumulative) */
var float AmountHealedThisPhase;
/** In the mode to hunt players and try and heal */
var repnotify bool bInHuntAndHealMode;
/** How much to reduce Hans' damage he receives when he is in hunt and heal mode */
var() float HuntAndHealModeDamageReduction;
/** How much to scale incap powers by when healing */
var float IncapPowerScaleWhenHealing;
/** Amount of health shield has remaining */
var float ShieldHealth;
var float ShieldHealthMax;
var float ShieldHealthScale;
/** Replicated shield health percentage */
var repnotify byte ShieldHealthPctByte;
/** Number of times we've bumped into enemies when trying to heal */
var int NumHuntAndHealEnemyBumps;
/** Last time we bumped into an enemy */
var float LastHuntAndHealEnemyBumpTime;
/*********************************************************************************************
* Grenade Throwing
**********************************************************************************************/
/** Grenade tossing */
var class<KFProj_Grenade> ActiveGrenadeClass;
/** Grenade tossing */
var class<KFProj_Grenade> ExplosiveGrenadeClass;
var const class<KFProj_Grenade> SeasonalExplosiveGrenadeClasses[5];
/** Grenade tossing */
var class<KFProj_Grenade> NerveGasGrenadeClass;
var const class<KFProj_Grenade> SeasonalNerveGasGrenadeClasses[5];
/** Grenade tossing */
var class<KFProj_Grenade> SmokeGrenadeClass;
var const class<KFProj_Grenade> SeasonalSmokeGrenadeClasses[5];
/** Socket where grenade spawns when Hans throws with his right hand */
var name RightHandSocketName;
/** Socket where grenade spawns when Hans throws with his left hand */
var name LeftHandSocketName;
/** Grenade accuracy TODO: Make this based on skill level for AI*/
var vector GrenadeTossSpread;
/** Waiting to do a smoke grenade barrage as soon as the guns are put away */
var bool bPendingSmokeGrenadeBarrage;
/** How many grenades have been tossed this barrage */
var int BarrageTossCount;
/** The current grenade attack is a barrage */
var bool bDoingBarrage;
/** Info on how often we can tossed any damaging grenades */
var float GlobalOffensiveNadeCooldown;
var float LastOffensiveNadeTime;
/** Info on how often we can toss HENades */
var float HENadeTossCooldown;
var float LastHENadeTossTime;
/** Info on how often we can barrage HENades */
var float HENadeBarrageCooldown;
var float LastHENadeBarrageTime;
/** Info on how often we can toss Nerve Gas Nades */
var float NerveGasTossCooldown;
var float LastNerveGasTossTime;
/** Info on how often we can barrage Nerve Gas Nades */
var float NerveGasBarrageCooldown;
var float LastNerveGasBarrageTime;
/** Info on how often we can toss Smoke Nades */
var float SmokeTossCooldown;
var float LastSmokeTossTime;
replication
{
// Replicated to ALL
if ( bNetDirty )
bGunsEquipped, bInHuntAndHealMode, ShieldHealthPctByte;
}
simulated event ReplicatedEvent( name VarName )
{
switch( VarName )
{
case nameof( bInHuntAndHealMode ):
SetHuntAndHealMode( bInHuntAndHealMode );
break;
case nameOf( ShieldHealthPctByte ):
UpdateShieldColor();
break;
default:
super.ReplicatedEvent( VarName );
}
}
/** Called from Possessed event when this controller has taken control of a Pawn */
function PossessedBy( Controller C, bool bVehicleTransition )
{
Super.PossessedBy( C, bVehicleTransition );
MyHansController = KFAIController_Hans( C );
SetPhaseCooldowns( 0 );
ExplosiveGrenadeClass = SeasonalExplosiveGrenadeClasses[class'KFGameEngine'.static.GetSeasonalEventID()];
NerveGasGrenadeClass = SeasonalNerveGasGrenadeClasses[class'KFGameEngine'.static.GetSeasonalEventID()];
SmokeGrenadeClass = SeasonalSmokeGrenadeClasses[class'KFGameEngine'.static.GetSeasonalEventID()];
}
/** Increment Hans to the next battle phase */
function IncrementBattlePhase()
{
CurrentBattlePhase++;
bHealedThisPhase = true;
AmountHealedThisPhase = 0;
SetPhaseCooldowns( CurrentBattlePhase - 1 );
bForceNetUpdate = true;
}
/** Set the correct phase based cooldown for this battle phase */
function SetPhaseCooldowns( int BattlePhase )
{
GlobalOffensiveNadeCooldown = BattlePhases[BattlePhase].GlobalOffensiveNadePhaseCooldown;
HENadeTossCooldown = BattlePhases[BattlePhase].HENadeTossPhaseCooldown;
HENadeBarrageCooldown = BattlePhases[BattlePhase].HENadeBarragePhaseCooldown;
NerveGasTossCooldown = BattlePhases[BattlePhase].NerveGasTossPhaseCooldown;
NerveGasBarrageCooldown = BattlePhases[BattlePhase].NerveGasBarragePhaseCooldown;
if( MyHansController != none )
{
MyHansController.ShootingCooldown = BattlePhases[BattlePhase].GunAttackPhaseCooldown;
MyHansController.MaxGunAttackLength = BattlePhases[BattlePhase].GunAttackLengthPhase;
// Reset summon flag
MyHansController.bSummonedThisPhase = false;
}
}
/** Reduce damage when in hunt and heal mode */
function AdjustDamage(out int InDamage, out vector Momentum, Controller InstigatedBy, vector HitLocation, class<DamageType> DamageType, TraceHitInfo HitInfo, Actor DamageCauser)
{
Super.AdjustDamage(InDamage, Momentum, InstigatedBy, HitLocation, DamageType, HitInfo, DamageCauser);
// Update shield health before scaling damage
UpdateShieldHealth( InDamage );
// Reduce damage when in hunt and heal mode
if( bInHuntAndHealMode && ShieldHealth > 0 )
{
InDamage = Max( InDamage * HuntAndHealModeDamageReduction, 1 );
}
}
/** Reduce affliction/incap strength when healing */
simulated function AdjustAffliction( out float AfflictionPower )
{
if( bInHuntAndHealMode )
{
AfflictionPower *= IncapPowerScaleWhenHealing;
}
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super.AdjustAffliction( AfflictionPower );
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}
/** Updates shield health and shield health percent */
function UpdateShieldHealth( optional int Damage=-1 )
{
// If shield has been depleted already, or no damage was taken, don't update
if( ShieldHealth == 0 || Damage == 0 )
{
return;
}
// Damage the shield if applicable
if( ShieldHealth > 0 && Damage > 0 )
{
ShieldHealth = Max( ShieldHealth - Damage, 0 );
}
// Shield health depleted, break shield
if( ShieldHealth == 0 )
{
ShieldHealthPctByte = 0;
}
else
{
ShieldHealthPctByte = FloatToByte( fClamp(ShieldHealth / ShieldHealthMax, 0.f, 1.f) );
}
// Update color based on percentage of health remaining
UpdateShieldColor();
// Need to ensure shield gets broken on dedicated servers
if( WorldInfo.NetMode == NM_DedicatedServer && bInHuntAndHealMode && ShieldHealthPctByte == 0 )
{
BreakShield();
}
}
/** Breaks the shield */
simulated function BreakShield()
{
if( Role == ROLE_Authority )
{
// Cancel any flee in progress
if( MyHansController != none )
{
MyHansController.CancelFlee();
}
// Cancel hunt and heal mode
SetHuntAndHealMode( false );
// Cancel any active special moves
if( IsDoingSpecialMove() )
{
EndSpecialMove();
}
// Knock down
Knockdown( Velocity != vect(0,0,0) ? -Velocity*2 : 3*(-vector(Rotation) * GroundSpeed), vect(1,1,1),,,,, Location );
}
}
/** Can we frenzy attack in this phase */
function bool CanFrenzyInThisPhase()
{
return BattlePhases[CurrentBattlePhase-1].bCanFrenzy;
}
/** If true Hans will favor sprinting in this phase. Even if it's false he may sprint under certain circumstances, but when it's true he'll try and sprint almost all the time */
function bool DesireSprintingInThisPhase()
{
return BattlePhases[CurrentBattlePhase-1].bSprintingBehavior;
}
/** Called by PawnAnimInfo when determining whether an attack with bSpecializedMode TRUE can be performed */
function bool ShouldPlaySpecialMeleeAnims()
{
// make all of Han's melee attacks available when he can frenzy
return CanFrenzyInThisPhase();
}
/** Only allow blocking when in melee */
function bool CanBlock()
{
return !bGunsEquipped && !bInHuntAndHealMode && super.CanBlock();
}
/** Has the offensive grenade cooldown time elapsed */
function bool OffensiveGrenadeCooldownComplete()
{
if( LastOffensiveNadeTime == 0 || `TimeSince(LastOffensiveNadeTime) > GlobalOffensiveNadeCooldown )
{
return true;
}
return false;
}
/** Can we toss nerve gas in this phase */
function bool CanTossNerveGasInThisPhase()
{
if( BattlePhases[CurrentBattlePhase -1].bCanTossNerveGas && !bInHuntAndHealMode
&& `TimeSince(LastNerveGasTossTime) > 0 && `TimeSince(LastNerveGasTossTime) > NerveGasTossCooldown
&& OffensiveGrenadeCooldownComplete() )
{
return true;
}
return false;
}
/** Can we barrage nerve gas in this phase */
function bool CanBarrageNerveGasInThisPhase()
{
if( BattlePhases[CurrentBattlePhase -1].bCanBarrageNerveGas && !bInHuntAndHealMode
&& `TimeSince(LastNerveGasBarrageTime) > 0 && `TimeSince(LastNerveGasBarrageTime) > NerveGasBarrageCooldown
&& OffensiveGrenadeCooldownComplete() )
{
return true;
}
return false;
}
/** Can we use guns in this phase */
function bool CanUseGunsInThisPhase()
{
return BattlePhases[CurrentBattlePhase -1].bCanUseGuns;
}
/** Can we do a standard grenade toss in this phase */
function bool CanTossGrenadeInThisPhase()
{
if( BattlePhases[CurrentBattlePhase -1].bCanTossGrenade && !bInHuntAndHealMode
&& `TimeSince(LastHENadeTossTime) > 0 && `TimeSince(LastHENadeTossTime) > HENadeTossCooldown
&& OffensiveGrenadeCooldownComplete() )
{
return true;
}
return false;
}
/** Can we do a grenade barrage in this phase */
function bool CanGrenadeBarrageInThisPhase()
{
if( BattlePhases[CurrentBattlePhase -1].bCanBarrageGrenades && !bInHuntAndHealMode
&& `TimeSince(LastHENadeBarrageTime) > 0 && `TimeSince(LastHENadeBarrageTime) > HENadeBarrageCooldown
&& OffensiveGrenadeCooldownComplete() )
{
return true;
}
return false;
}
/** Can we do a regular smoke toss in this phase */
function bool CanSmokeTossInThisPhase()
{
return bInHuntAndHealMode && `TimeSince(LastSmokeTossTime) > 0 && `TimeSince(LastSmokeTossTime) > SmokeTossCooldown;
}
/** Return true if busy throwing grenade(s) or using AICommand_ThrowGrenade */
function bool IsThrowingGrenade()
{
return false;
}
/** Implemented in subclass, put here to be accessible from KFGame.u */
function bool CacheGrenadeThrowLocation( optional bool bLeftHand )
{
return false;
}
function SetActiveGrenadeClassGrenade()
{
ActiveGrenadeClass=ExplosiveGrenadeClass;
}
function SetActiveGrenadeClassSmoke()
{
ActiveGrenadeClass=SmokeGrenadeClass;
}
function SetActiveGrenadeClassNerveGas()
{
ActiveGrenadeClass=NerveGasGrenadeClass;
}
/** Returns TRUE if all conditions are met to allow movement while throwing grenades */
simulated function bool CanMoveWhileThrowingGrenades()
{
local KFGameReplicationInfo KFGRI;
// See if this battle phase allows it
KFGRI = KFGameReplicationInfo( WorldInfo.GRI );
if( KFGRI != none && BattlePhases[CurrentBattlePhase-1].bCanMoveWhileThrowingGrenades[KFGRI.GetModifiedGameDifficulty()] )
{
return true;
}
return bInHuntAndHealMode || LocalIsOnePlayerLeftInTeamGame();
}
function PlayDrawGunsDialog()
{
`DialogManager.PlayHansDrawGunsDialog( self );
}
function PlayGrenadeDialog( bool bBarrage )
{
switch( ActiveGrenadeClass )
{
case ExplosiveGrenadeClass:
`DialogManager.PlayHansNadeDialog( self, bBarrage );
break;
case SmokeGrenadeClass:
`DialogManager.PlayHansSmokeDialog( self, false );
break;
case NerveGasGrenadeClass:
`DialogManager.PlayHansGasDialog( self, bBarrage );
break;
};
}
/** Sets variables related to "hunt and heal" mode */
simulated function SetHuntAndHealMode( bool bOn )
{
local KFGameInfo KFGI;
local float HealthMod;
local float HeadHealthMod;
bInHuntAndHealMode = bOn;
if( Role == ROLE_Authority )
{
if( bInHuntAndHealMode )
{
SetTimer(0.25f, true, nameof(HuntAndHealBump));
// Use health/player count to scale shield health
HealthMod = 1.f;
KFGI = KFGameInfo( WorldInfo.Game );
if( KFGI != none )
{
KFGI.DifficultyInfo.GetAIHealthModifier(
self,
KFGI.GetModifiedGameDifficulty(),
KFGI.GetLivingPlayerCount(),
HealthMod,
HeadHealthMod );
}
// Initialize shield health
ShieldHealthMax = BattlePhases[CurrentBattlePhase-1].MaxShieldHealth[WorldInfo.Game.GetModifiedGameDifficulty()] * HealthMod * ShieldHealthScale;
ShieldHealth = ShieldHealthMax;
UpdateShieldHealth();
// Initialize bump variables
NumHuntAndHealEnemyBumps = 0;
LastHuntAndHealEnemyBumpTime = WorldInfo.TimeSeconds;
// Stumble
if( IsDoingSpecialMove() )
{
EndSpecialMove();
}
DoSpecialMove( SM_Stumble,,, class'KFSM_Stumble'.static.PackBodyHitSMFlags(self, vector(Rotation)) );
// Inform AI of phase change
if( MyHansController != none )
{
MyHansController.NextBattlePhase();
}
// Increment battle phase
IncrementBattlePhase();
}
else
{
ClearTimer(nameof(HuntAndHealBump));
`DialogManager.PlayHansBattlePhaseDialog( self, CurrentBattlePhase );
}
}
if( !bOn )
{
bHealedThisPhase = false;
SetTimer( 0.1, false, nameOf(Timer_ResetShieldHealthPct) );
}
}
function SetShieldScale(float InScale)
{
ShieldHealthScale = InScale;
}
/** Sets shield health pct back to 0 for next phase */
function Timer_ResetShieldHealthPct()
{
ShieldHealthPctByte = 0;
}
/** Returns the amount that Hans should heal for this phase */
function float GetHealAmountForThisPhase()
{
return float(HealthMax) * BattlePhases[CurrentBattlePhase-2].HealAmounts[WorldInfo.Game.GetModifiedGameDifficulty()];
}
/** Summons boss minions depending on difficulty and battle phase */
function SummonMinions()
{
local int Skill;
local int DifficultyIndex;
local KFAIWaveInfo MinionWave;
local KFAISpawnManager SpawnManager;
local KFGameInfo MyKFGameInfo;
MyKFGameInfo = KFGameInfo( WorldInfo.Game );
if( MyHansController != none )
{
Skill = MyHansController.Skill;
}
// Determine which summon squad to spawn by difficulty
if( Skill == class'KFGameDifficultyInfo'.static.GetDifficultyValue(0) ) // Normal
{
DifficultyIndex = 0;
}
else if( Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(1) ) // Hard
{
DifficultyIndex = 1;
}
else if( Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(2) ) // Suicidal
{
DifficultyIndex = 2;
}
else // Hell on Earth
{
DifficultyIndex = 3;
}
// Force frustration mode on
MyKFGameInfo.GetAIDirector().bForceFrustration = true;
// Spawn our minions
MinionWave = GetWaveInfo(CurrentBattlePhase, DifficultyIndex);
SpawnManager = MyKFGameInfo.SpawnManager;
if ( MinionWave != none && SpawnManager != none )
{
SpawnManager.SummonBossMinions( MinionWave.Squads, GetNumMinionsToSpawn() );
}
}
/** Used to clear DOTs, such as when Hans is healing */
simulated function ClearDOTs()
{
DamageOverTimeArray.Length = 0;
}
/** If Hans repeatedly bumps into players during his hunt and heal phase, just heal */
simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
{
local KFPawn KFP;
if( !bGunsEquipped )
{
if( Role == ROLE_Authority && bInHuntAndHealMode && MyHansController != none && NumHuntAndHealEnemyBumps >= 0 && !IsDoingSpecialMove()
&& Other.GetTeamNum() != GetTeamNum() && MyHansController.FindCommandOfClass(class'AICommand_Attack_Grab') == none )
{
KFP = KFPawn( Other );
if( KFP != none )
{
if( `TimeSince(LastHuntAndHealEnemyBumpTime) > 1.f )
{
++NumHuntAndHealEnemyBumps;
LastHuntAndHealEnemyBumpTime = WorldInfo.TimeSeconds;
// If we've bumped into players enough times, just heal off of them
if( NumHuntAndHealEnemyBumps > 0 )
{
NumHuntAndHealEnemyBumps = -1;
MyHansController.CancelFlee( false );
MyKFAIC.DoGrabAttack( KFP );
return;
}
}
}
}
}
super.Bump( Other, OtherComp, HitNormal );
}
// Knock other zeds the heck out of the way when I want to attack my enemy!!!
function HuntAndHealBump()
{
local KFPawn_Monster KFPM;
local vector ClosestPoint;
local float ClosestDist;
if( MyKFAIC == none || MyKFAIC.Enemy == none /*|| IsDoingSpecialMove(SM_GrappleAttack)*/
|| VSizeSq(Location - MyKFAIC.Enemy.Location) > 250000 ) // 5 meters
{
return;
}
foreach WorldInfo.AllPawns( class'KFPawn_Monster', KFPM, Location, 300.f )
{
// Heavy bump guys that are between us and our prey!
if( KFPM != self && KFPM.IsAliveAndWell() )
{
ClosestDist = PointDistToSegment(KFPM.Location, Location, MyKFAIC.Enemy.Location, ClosestPoint);
if( ClosestDist < GetCollisionRadius() * 1.5 )
{
MyKFAIC.DoHeavyZedBump(KFPM, Normal(KFPM.Location - Location));
}
}
}
}
/** returns whether we need to turn to fire at the specified location and angle*/
function bool NeedToTurnEx(vector targ, optional float Angle = 0.93)
{
local vector LookDir, AimDir;
LookDir = Vector(Rotation);
LookDir.Z = 0;
LookDir = Normal(LookDir);
AimDir = targ - Location;
AimDir.Z = 0;
AimDir = Normal(AimDir);
return ((LookDir Dot AimDir) < Angle);
}
/** AnimNotify which starts during Hans's AoE melee attack */
simulated function ANIMNOTIFY_AoENerveGas(){}
/** Overridden to prevent blood while invulnerable */
simulated function ApplyBloodDecals(int HitZoneIndex, vector HitLocation, vector HitDirection, name HitZoneName, name HitBoneName, class<KFDamageType> DmgType, bool bIsDismemberingHit, bool bWasObliterated)
{
if( !bInHuntAndHealMode )
{
super.ApplyBloodDecals( HitZoneIndex, HitLocation, HitDirection, HitZoneName, HitBoneName, DmgType, bIsDismemberingHit, bWasObliterated );
}
// else do nothing, leave no blood because hans is mostly invulnerable
}
/** Updates the color of the shield based on its health */
simulated function UpdateShieldColor();
/** Detaches the shield PSC */
simulated function DetachShieldFX();
DefaultProperties
{
ShieldHealthScale=1.f
}