352 lines
11 KiB
Ucode
352 lines
11 KiB
Ucode
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//=============================================================================
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// KFFracturedMeshActor
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//=============================================================================
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// A custom FracturedStaticMeshActor with basic replication support, so
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// these actors can have blocking collision turned on/off in multiplayer
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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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// - Andrew "Strago" Ladenberger
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//=============================================================================
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class KFFracturedMeshActor extends FracturedStaticMeshActor
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native(Effect)
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showcategories(Navigation);
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/** type of networking to use */
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var() EDestructibleRepType ReplicationMode;
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/** Amount of damage this actor can take before fully collapsing */
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var() int TotalHealth;
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var transient int DefaultTotalHealth;
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/** Light brightness material parameter for this subobject */
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var() MaterialLightParamMod MaterialLightParams;
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/** When health reaches zero, should spawn FracturedMeshParts */
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var() bool bSpawnPartsWhenDestroyed;
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/** These damage types do increase damage */
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var const array< class<DamageType> > VulnerableDamageType;
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/** The amount to scale damage if vulnerable */
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var const byte VulnerableMultiplier;
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var repnotify transient bool bHasBeenDestroyed;
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var repnotify transient bool bHasLostChunk;
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replication
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{
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if ( bNetDirty )
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bHasBeenDestroyed, bHasLostChunk;
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}
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/** Called when a variable with the property flag "RepNotify" is replicated */
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simulated event ReplicatedEvent(name VarName)
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{
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if ( VarName == nameof(bHasBeenDestroyed) )
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{
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if( bHasBeenDestroyed )
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{
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BreakOffAllFragments();
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}
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}
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else if ( VarName == nameof(bHasLostChunk) )
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{
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if( bHasLostChunk )
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{
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SetLoseChunkReplacementMaterial();
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}
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}
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}
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/*
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* Set network role based on type setting
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*/
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simulated event PreBeginPlay()
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{
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if (WorldInfo.NetMode == NM_Client)
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{
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// on the client, set role to Authority if we're a clientside only KActor
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Role = (ReplicationMode == RT_ClientSide) ? ROLE_Authority : ROLE_SimulatedProxy;
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}
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else
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{
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// on the server, set role to SimulatedProxy (i.e. replicate it) only if not clientside
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RemoteRole = (ReplicationMode == RT_ClientSide) ? ROLE_None : ROLE_SimulatedProxy;
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}
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DefaultTotalHealth = TotalHealth;
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Super.PreBeginPlay();
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}
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/** TakeDamage will hide/spawn chunks when they get shot. */
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simulated event TakeDamage(int Damage, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)
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{
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local vector HitDir;
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local vector HitNormal;
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if ( bHasBeenDestroyed )
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{
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return;
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}
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if ( HitInfo.HitComponent == None || HitInfo.Item == INDEX_None )
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{
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// Perform trace to retrieve hit info
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if ( Momentum == vect(0,0,0) )
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{
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Momentum = Location - HitLocation;
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}
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// push trace line in both directions to fix projectiles missing [aladenberger 2/5/2014]
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HitDir = Normal(Momentum);
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TraceComponent(HitLocation, HitNormal, FracturedStaticMeshComponent, HitLocation+50*HitDir, HitLocation-50*HitDir,, HitInfo, true);
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}
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if ( IsVulnerableTo(DamageType) )
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{
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Damage *= VulnerableMultiplier;
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}
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Super.TakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, HitInfo, DamageCauser);
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if ( Role == ROLE_Authority )
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{
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TotalHealth -= Damage;
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if ( TotalHealth <= 0 )
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{
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BreakOffAllFragments();
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}
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}
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}
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/** If returns true, the destructible is vulnerable to this damage type damage */
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function bool IsVulnerableTo(class<DamageType> DT)
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{
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local int Idx;
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for (Idx = 0; Idx < VulnerableDamageType.length; ++Idx)
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{
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if ( ClassIsChildOf(DT, VulnerableDamageType[Idx]) )
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{
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return true;
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}
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}
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return false;
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}
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/** Overriden for replicated FractureMeshes and bHasLostChunk */
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simulated function bool FractureEffectIsRelevant( bool bForceDedicated, Pawn EffectInstigator, out byte bWantPhysChunksAndParticles )
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{
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local bool bResult;
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// If this is a replicated FractureMesh set bForceDedicated (works on dedicated/listen)
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// This will force bHasLostChunk to be properly updated when the actor takes damage
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if ( RemoteRole == ROLE_SimulatedProxy && !bHasLostChunk )
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{
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bResult = Super.FractureEffectIsRelevant(true, EffectInstigator, bWantPhysChunksAndParticles);
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// Update bWantPhysChunksAndParticles since super won't do this when bForceDedicated is set
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if( bResult && `TimeSince(LastRenderTime) > 0.5 )
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{
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bWantPhysChunksAndParticles = 0;
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}
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return bResult;
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}
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return Super.FractureEffectIsRelevant(bForceDedicated, EffectInstigator, bWantPhysChunksAndParticles);
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}
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/** Override for replication */
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simulated event SetLoseChunkReplacementMaterial()
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{
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Super.SetLoseChunkReplacementMaterial();
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if( !bHasLostChunk )
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{
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bHasLostChunk = true;
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if( WorldInfo.NetMode != NM_Client )
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{
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bNetDirty = true;
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bForceNetUpdate = true;
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}
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}
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}
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/** Break off all pieces in one go. Also, handles network play (e.g. collision) */
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simulated function BreakOffAllFragments(optional vector InVelocity)
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{
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local array<byte> FragmentVis;
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local int i, NumPartsHidden;
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local vector SpawnDir;
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local FracturedStaticMesh FracMesh;
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local FracturedStaticMeshPart FracPart;
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local float PartScale;
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local bool bWantPhysChunksAndParticles;
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// Dirty actor for reset
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bHasBeenDirtied = true;
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// network
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bHasBeenDestroyed = true;
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bForceNetUpdate = true;
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// turn off all collision at once - only do this if actor is replicated!
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if ( ReplicationMode != RT_ClientSide )
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{
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SetCollision(,false);
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}
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// also disable rigid body collision
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FracturedStaticMeshComponent.SetBlockRigidBody(false);
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bWantPhysChunksAndParticles = bSpawnPartsWhenDestroyed && ActorEffectIsRelevant(None, false);
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FracMesh = FracturedStaticMesh(FracturedStaticMeshComponent.StaticMesh);
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// Iterate over all visible fragments spawning them
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FragmentVis = FracturedStaticMeshComponent.GetVisibleFragments();
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for(i=0; i<FragmentVis.length; i++)
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{
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// If this is a currently-visible, non-core fragment, spawn it off.
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if((FragmentVis[i] != 0) && (i != FracturedStaticMeshComponent.GetCoreFragmentIndex()) && FracturedStaticMeshComponent.IsFragmentDestroyable(i))
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{
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if ( bWantPhysChunksAndParticles && FracMesh.bSpawnPhysicsChunks && WorldInfo.GetDetailMode() > DM_Low && !WorldInfo.bDropDetail )
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{
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SpawnDir = FracturedStaticMeshComponent.GetFragmentAverageExteriorNormal(i);
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PartScale = FracMesh.ExplosionPhysicsChunkScaleMin + FRand() * (FracMesh.ExplosionPhysicsChunkScaleMax - FracMesh.ExplosionPhysicsChunkScaleMin);
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// Spawn part- inherit this actors velocity
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FracPart = SpawnPart(i, (0.5 * SpawnDir * FracMesh.ChunkLinVel) + Velocity + InVelocity, 0.5 * VRand() * FracMesh.ChunkAngVel, PartScale, TRUE);
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if(FracPart != None)
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{
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// When something explodes we disallow collisions between all those parts.
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FracPart.FracturedStaticMeshComponent.SetRBCollidesWithChannel(RBCC_FracturedMeshPart, FALSE);
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}
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}
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NumPartsHidden++;
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FragmentVis[i] = 0;
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}
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}
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// switch to lose chunk material if we haven't already
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SetLoseChunkReplacementMaterial();
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if ( bWantPhysChunksAndParticles && NumPartsHidden > 0 )
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{
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PlayBreakOffAllParticles(FracMesh);
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}
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// Update the visibility of the actor being spawned off of
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FracturedStaticMeshComponent.SetVisibleFragments(FragmentVis);
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if( ExplosionFractureSound != none )
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{
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PlaySoundBase( ExplosionFractureSound );
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}
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}
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/** Make sure that when pieces break off the lost chunk material is applied */
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simulated event BreakOffPartsInRadius( vector Origin, float Radius, float RBStrength, bool bWantPhysChunksAndParticles )
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{
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super.BreakOffPartsInRadius( Origin, Radius, RBStrength, bWantPhysChunksAndParticles );
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SetLoseChunkReplacementMaterial();
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}
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/** Play effects - copied from Super.TakeDamage */
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simulated function PlayBreakOffAllParticles(FracturedStaticMesh FracMesh)
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{
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local ParticleSystem EffectPSys;
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local Box MeshBox;
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// Look for override first
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if(OverrideFragmentDestroyEffects.length > 0)
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{
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// Pick randomly
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EffectPSys = OverrideFragmentDestroyEffects[Rand(OverrideFragmentDestroyEffects.length)];
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}
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// No override array, try the mesh
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else if(FracMesh.FragmentDestroyEffects.length > 0)
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{
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EffectPSys = FracMesh.FragmentDestroyEffects[Rand(FracMesh.FragmentDestroyEffects.length)];
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}
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// If we have an effect and a manager - spawn it
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if(EffectPSys != None && WorldInfo.MyFractureManager != None)
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{
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MeshBox.Min = (FracturedStaticMeshComponent.Bounds.Origin - FracturedStaticMeshComponent.Bounds.BoxExtent);
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MeshBox.Max = (FracturedStaticMeshComponent.Bounds.Origin + FracturedStaticMeshComponent.Bounds.BoxExtent);
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WorldInfo.MyFractureManager.SpawnChunkDestroyEffect(EffectPSys, MeshBox, vect(0,0,0), FracMesh.FragmentDestroyEffectScale, FracturedStaticMeshComponent);
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}
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}
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/** Called on client when a PlayImpactEffects trace from another player hits this FracturedMesh */
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simulated function SimulateRemoteHit(vector HitLocation, vector Momentum, const out TraceHitInfo HitInfo)
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{
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// If !bHasLostChunk then the server probably didn't do any damage (e.g. Medic Dart) and therefore we shouldn't
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// switch to LoseChunkReplacementMaterial. If it's already cracked knocking out an extra chunk is harmless
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if ( bHasLostChunk )
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{
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TakeDamage(0, None, HitLocation, Momentum, class'KFDamageType', HitInfo);
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}
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}
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/** Level was reset without reloading */
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simulated function Reset()
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{
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if( !bHasBeenDirtied )
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{
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return;
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}
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super.Reset();
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// Network
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bHasBeenDestroyed = false;
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bHasLostChunk = false;
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bForceNetUpdate = true;
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bNetDirty = true;
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// Re-enable collision
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if ( ReplicationMode != RT_ClientSide )
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{
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SetCollision( ,true );
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}
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// Reset total health (health for total destruction)
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TotalHealth = DefaultTotalHealth;
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}
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defaultproperties
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{
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Begin Object Class=SpriteComponent Name=Sprite
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Sprite=Texture2D'EditorResources.Ambientcreatures'
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HiddenGame=True
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AlwaysLoadOnClient=False
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AlwaysLoadOnServer=False
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End Object
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Components.Add(Sprite)
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RemoteRole=ROLE_None
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// network
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bAlwaysRelevant=true
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bOnlyDirtyReplication=true
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bSkipActorPropertyReplication=true
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NetUpdateFrequency=0.1
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TotalHealth=5000
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bSpawnPartsWhenDestroyed=true
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// Suppress sound warning
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bHasShownMissingSoundWarning=true
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// Default multiplier if we are vulnerable to any damage types
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VulnerableMultiplier=6
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// We want chunks to disappear no matter where you are in the map
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FractureCullMaxDistance=100000.0
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}
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