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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFPawn_ZedPatriarch_Versus
//=============================================================================
// Human controllable Patriarch pawn class for versus mode
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFPawn_ZedPatriarch_Versus extends KFPawn_ZedPatriarch;
/** Cached controller */
var KFPlayerController MyKFPC;
/** The local player controller viewing this pawn */
var KFPlayerController ViewerPlayer;
/** The threshold at which to display a low health warning */
var float LowHealthThreshold;
/** Whether we've already warned of low health this phase */
var bool bWarnedLowHealthThisPhase;
/** used to keep track of heal message */
var bool bIsQuickHealMessageShowing;
/** Percentage of max health to allow healing at */
var private float HealThreshold;
/** Health threshold to perform an autoheal at */
var private float AutoHealThreshold;
/** Whether the Patriarch autohealed this phase or not */
var private bool bAutoHealed;
/** How long to summon children for */
var private float SummonChildrenDuration;
/** Determines if a summon has been done this phase yet */
var bool bSummonedThisPhase;
/** Number of charges left on our cloak */
var private repnotify byte CloakCharges;
/** Localized strings */
var localized string LowHealthMsg;
var localized string NoHealsRemainingMsg;
var localized string NoMortarTargetsMsg;
replication
{
if( bNetOwner && bNetDirty )
MyKFPC;
if( bNetDirty )
CloakCharges;
}
simulated event ReplicatedEvent( name VarName )
{
if( VarName == nameOf(CloakCharges) )
{
if( IsLocallyControlled() )
{
UpdateCloakCharges();
}
return;
}
super.ReplicatedEvent( VarName );
}
function PossessedBy( Controller C, bool bVehicleTransition )
{
super.PossessedBy(C, bVehicleTransition);
class'KFPawn_MonsterBoss'.static.PlayBossEntranceTheatrics(self);
MyKFPC = KFPlayerController(C);
// Start the cloak timer
SetTimer( 2.f + fRand(), false, nameOf(Timer_EnableCloak) );
}
/** Toggle cloaking material */
function SetCloaked(bool bNewCloaking)
{
if( bNewCloaking && (IsDoingSpecialMove() || CloakCharges == 0) )
{
return;
}
super.SetCloaked(bNewCloaking);
UpdateCloakedTimer();
if( WorldInfo.NetMode != NM_DedicatedServer )
{
UpdateCloakCharges();
}
}
/** Starts or stops our cloaking timer */
function UpdateCloakedTimer()
{
if( CloakCharges == 0 || !bIsCloaking )
{
if( IsTimerActive(nameOf(Timer_UpdateCloakCharge)) )
{
ClearTimer( nameOf(Timer_UpdateCloakCharge) );
}
return;
}
if( bIsCloaking )
{
if( !IsTimerActive(nameOf(Timer_UpdateCloakCharge)) )
{
SetTimer( 1.f, true, nameOf(Timer_UpdateCloakCharge) );
}
}
}
/** Runs every second to tick off our cloak charges */
function Timer_UpdateCloakCharge()
{
CloakCharges = Max( CloakCharges - 1, 0 );
if( CloakCharges == 0 )
{
SetCloaked( false );
ClearTimer( nameOf(Timer_UpdateCloakCharge) );
}
if( WorldInfo.NetMode != NM_DedicatedServer )
{
UpdateCloakCharges();
}
}
/** Updates the number of cloak charges for UI */
private function UpdateCloakCharges()
{
SpecialMoveCooldowns[7].Charges = CloakCharges;
}
/** Turns on the cloak after a specified amount of time */
function Timer_EnableCloak()
{
SetCloaked( true );
}
/** Update our barrel spin skel control */
simulated event Tick( float DeltaTime )
{
if( WorldInfo.NetMode != NM_DedicatedServer )
{
// Cache off our viewer player
if( ViewerPlayer == none )
{
ViewerPlayer = KFPlayerController( WorldInfo.GetALocalPlayerController() );
}
UpdateHealAvailable();
UpdateCloakIconState();
}
super.Tick( DeltaTime );
}
/** Updates our gun tracking skeletal control */
simulated function UpdateGunTrackingSkelCtrl( float DeltaTime )
{
local rotator ViewRot;
// Track the player with the gun arm
if( GunTrackingSkelCtrl != none )
{
if( bGunTracking )
{
ViewRot = GetViewRotation();
if( Role < ROLE_Authority && !IsLocallyControlled() )
{
ViewRot.Pitch = NormalizeRotAxis( RemoteViewPitch << 8 );
}
GunTrackingSkelCtrl.DesiredTargetLocation = GetPawnViewLocation() + vector(ViewRot) * 5000.f;
GunTrackingSkelCtrl.InterpolateTargetLocation( DeltaTime );
}
else
{
GunTrackingSkelCtrl.SetSkelControlActive( false );
}
}
}
/** Gets the minimum cloaked amount based on the viewer */
simulated protected function float GetMinCloakPct()
{
if( ViewerPlayer != none && (ViewerPlayer.GetTeamNum() == GetTeamNum() || ViewerPlayer.PlayerReplicationInfo.bOnlySpectator) )
{
return 0.4f;
}
return super.GetMinCloakPct();
}
/** Updates the HUD interaction message and heal icon to show current heal capability */
private function UpdateHealAvailable()
{
if( !IsHealAllowed() )
{
//extend the cooldown of heal here
SpecialMoveCooldowns[5].LastUsedTime = WorldInfo.TimeSeconds;
}
}
/** Updates the state of the cloaking icon */
private function UpdateCloakIconState()
{
if( SpecialMoveCooldowns[7].Charges == 0 )
{
SpecialMoveCooldowns[7].LastUsedTime = WorldInfo.TimeSeconds;
}
else
{
SpecialMoveCooldowns[7].LastUsedTime = 0;
}
}
/** If true, we have enough heal charges remaining to execute a heal */
private function bool IsHealAllowed()
{
return (GetHealthPercentage() < HealThreshold && SpecialMoveCooldowns[5].Charges > 0);
}
/** Retrieves the aim direction and target location for each missile. Called from SpecialMove */
function GetMissileAimDirAndTargetLoc( int MissileNum, vector MissileLoc, rotator MissileRot, out vector AimDir, out vector TargetLoc )
{
local PlayerController PC;
local vector HitLocation, HitNormal;
local vector TraceStart, TraceEnd;
local Actor HitActor;
PC = PlayerController(Controller);
if( PC == none )
{
return;
}
TraceStart = PC.PlayerCamera.CameraCache.POV.Location;
TraceEnd = PC.PlayerCamera.CameraCache.POV.Location + vector(PC.PlayerCamera.CameraCache.POV.Rotation)*10000.f;
HitActor = Trace( HitLocation, HitNormal, TraceEnd, TraceStart, TRUE,,, TRACEFLAG_Bullet );
if( HitActor != none )
{
AimDir = Normal(HitLocation - MissileLoc);
TargetLoc = HitLocation;
}
else
{
AimDir = Normal( TraceEnd - MissileLoc);
TargetLoc = TraceEnd;
}
}
/** Retrieves the aim direction and target location for each mortar. Called from SpecialMove */
function GetMortarAimDirAndTargetLoc( int MissileNum, vector MissileLoc, rotator MissileRot, out vector AimDir, out vector TargetLoc, out float MissileSpeed )
{
local Patriarch_MortarTarget MissileTarget;
local vector X,Y,Z;
GetAxes( MissileRot, X,Y,Z );
// Each missile can possibly target a separate player
MissileTarget = GetMortarTarget(MissileNum);
// Aim at the feet
TargetLoc = MissileTarget.TargetPawn.Location + (vect(0,0,-1)*MissileTarget.TargetPawn.GetCollisionHeight());
// Nudge the spread a tiny bit to make the missiles less concentrated on a single point
AimDir = Normal( vect(0,0,1) + Normal(MissileTarget.TargetVelocity) );
// Set the missile speed
MissileSpeed = VSize( MissileTarget.TargetVelocity );
}
/** Allows pawn to do any pre-mortar attack prep */
function PreMortarAttack()
{
ClearMortarTargets();
CollectMortarTargets( true, true );
CollectMortarTargets();
}
/** Tries to set our mortar targets */
function bool CollectMortarTargets( optional bool bInitialTarget, optional bool bForceInitialTarget )
{
local int NumTargets;
local KFPawn_Human KFP;
local float TargetDistSQ;
local vector MortarVelocity, MortarStartLoc, TargetLoc, TargetProjection;
MortarStartLoc = Location + vect(0,0,1)*GetCollisionHeight();
NumTargets = bInitialTarget ? 0 : 1;
foreach WorldInfo.AllPawns( class'KFPawn_Human', KFP )
{
if( !KFP.IsAliveAndWell() || MortarTargets.Find('TargetPawn', KFP) != INDEX_NONE )
{
continue;
}
// Make sure target is in range
TargetLoc = KFP.Location + (vect(0,0,-1)*(KFP.GetCollisionHeight()*0.8f));
TargetProjection = MortarStartLoc - TargetLoc;
TargetDistSQ = VSizeSQ( TargetProjection );
if( TargetDistSQ > MinMortarRangeSQ && TargetDistSQ < MaxMortarRangeSQ )
{
TargetLoc += Normal(TargetProjection)*KFP.GetCollisionRadius();
if( SuggestTossVelocity(MortarVelocity, TargetLoc, MortarStartLoc, MortarProjectileClass.default.Speed, 500.f, 1.f, vect(0,0,0),, GetGravityZ()*0.8f) )
{
// Make sure upward arc path is clear
if( !FastTrace(MortarStartLoc + (Normal(vect(0,0,1) + (Normal(TargetLoc - MortarStartLoc)*0.9f))*fMax(VSize(MortarVelocity)*0.55f, 800.f)), MortarStartLoc,, true) )
{
continue;
}
MortarTargets.Insert( NumTargets, 1 );
MortarTargets[NumTargets].TargetPawn = KFP;
MortarTargets[NumTargets].TargetVelocity = MortarVelocity;
if( bInitialTarget || NumTargets == 2 )
{
return true;
}
NumTargets++;
}
}
}
return false;
}
/** Clears mortar targets */
function ClearMortarTargets()
{
MortarTargets.Length = 0;
}
/** Increment Patriarch to the next battle phase */
function IncrementBattlePhase()
{
super.IncrementBattlePhase();
bSummonedThisPhase = false;
}
/** Check health percentage to see if we should summon children or allow healing */
private function CheckHealth()
{
local float HealthPct;
HealthPct = GetHealthPercentage();
if( HealthPct < HealThreshold )
{
if( Role == ROLE_Authority )
{
//SummonChildren();
// Perform an autoheal if necessary
if( SpecialMoveCooldowns[5].Charges > 0 && HealthPct <= AutoHealThreshold )
{
if( IsDoingSpecialMove() && !IsDoingSpecialMove(SM_PlayerZedMove_Q) )
{
EndSpecialMove();
}
bAutoHealed = true;
DoSpecialMove( SM_PlayerZedMove_Q, true );
}
}
if( !bWarnedLowHealthThisPhase && IsLocallyControlled() && MyKFPC.MyGFxHUD != none && HealthPct <= LowHealthThreshold && SpecialMoveCooldowns[5].Charges > 0 )
{
bWarnedLowHealthThisPhase = true;
MyKFPC.MyGFxHUD.ShowNonCriticalMessage( LowHealthMsg );
}
}
}
/** Called from KFSpecialMove::SpecialMoveEnded */
simulated function NotifySpecialMoveEnded( KFSpecialMove FinishedMove, ESpecialMove SMHandle )
{
super.NotifySpecialMoveEnded( FinishedMove, SMHandle );
if( Role == ROLE_Authority )
{
SetTimer( 2.f + fRand(), false, nameOf(Timer_EnableCloak) );
}
}
/** Overriden to set the Patriarch to feel mode when his health passes a certain threshold */
function NotifyTakeHit(Controller InstigatedBy, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum, Actor DamageCauser)
{
Super.NotifyTakeHit(InstigatedBy, HitLocation, Damage, DamageType, Momentum, DamageCauser);
CheckHealth();
}
/** Notification from the heal specialmove that we performed a successful heal */
function NotifyHealed()
{
// Reset low health warning
bWarnedLowHealthThisPhase = false;
// Reduce our number of heals by 1
--SpecialMoveCooldowns[5].Charges;
// Reset our cloak charges
CloakCharges = bAutoHealed ? byte( float(default.CloakCharges) * 0.75f ) : default.CloakCharges;
SpecialMoveCooldowns[7].Charges = CloakCharges;
// Reset autoheal status
bAutoHealed = false;
}
/** Allow humans to draw a positional icon to find us when we're uncloaked */
simulated function bool ShouldDrawBossIcon()
{
return !(bIsCloaking);
}
/** Returns TRUE if we're aiming with the husk cannon */
simulated function bool UseAdjustedControllerSensitivity()
{
return IsDoingSpecialMove( SM_PlayerZedMove_RMB ) || IsDoingSpecialMove( SM_PlayerZedMove_MMB );
}
/*********************************************************************************************
* Zed Summoning
**********************************************************************************************/
/** Summon some children */
singular function SummonChildren()
{
if( !bSummonedThisPhase )
{
super.SummonChildren();
bSummonedThisPhase = true;
SetTimer( SummonChildrenDuration, false, nameOf(Timer_StopSummoningChildren) );
SetFleeAndHealMode( true );
}
}
/** Stop summoning children */
function Timer_StopSummoningChildren()
{
KFGameInfo(WorldInfo.Game).SpawnManager.StopSummoningBossMinions();
}
DefaultProperties
{
bVersusZed=true
TeammateCollisionRadiusPercent=0.30
XPValues(0)=2500 // 2x default because you have to play two rounds
bUseServerSideGunTracking=true
bNeedsCrosshair=true
SummonChildrenDuration=10.f
HealThreshold=0.5f
AutoHealThreshold=0.25f
LowHealthThreshold=0.3f
Health=1680 //2540 //2240
SprintSpeed=700.f
SprintStrafeSpeed=400.f
GroundSpeed=260.f
Begin Object Name=MeleeHelper_0
BaseDamage=25.f //45.f //40.0
MaxHitRange=375.f
MomentumTransfer=40000.f
MyDamageType=class'KFDT_Bludgeon_Patriarch'
End Object
MeleeAttackHelper=MeleeHelper_0
DefaultInventory(0)=class'KFWeap_Minigun_Patriarch_Versus'
Begin Object Name=SpecialMoveHandler_0
SpecialMoveClasses(SM_PlayerZedMove_LMB)=class'KFSM_PlayerPatriarch_Melee'
SpecialMoveClasses(SM_PlayerZedMove_RMB)=class'KFSM_PlayerPatriarch_MinigunBarrage'
SpecialMoveClasses(SM_PlayerZedMove_V)=class'KFSM_PlayerPatriarch_TentacleGrab'
SpecialMoveClasses(SM_PlayerZedMove_MMB)=class'KFSM_PlayerPatriarch_MissileAttack'
SpecialMoveClasses(SM_PlayerZedMove_Q)=class'KFSM_PlayerPatriarch_Heal'
SpecialMoveClasses(SM_PlayerZedMove_G)=class'KFSM_PlayerPatriarch_MortarAttack'
SpecialMoveClasses(SM_Taunt)=class'KFSM_Patriarch_Taunt'
End Object
MoveListGamepadScheme(ZGM_Attack_R2)=SM_PlayerZedMove_RMB
MoveListGamepadScheme(ZGM_Attack_L2)=SM_PlayerZedMove_MMB
MoveListGamepadScheme(ZGM_Melee_Square)=SM_PlayerZedMove_LMB
MoveListGamepadScheme(ZGM_Melee_Triangle)=SM_PlayerZedMove_V
MoveListGamepadScheme(ZGM_Block_R1)=SM_PlayerZedMove_Q
MoveListGamepadScheme(ZGM_Explosive_Ll)=SM_PlayerZedMove_G
MoveListGamepadScheme(ZGM_Special_R3)=SM_PlayerZedMove_V
// Gun stance cooldowns
SpecialMoveCooldowns(0)=(SMHandle=SM_PlayerZedMove_LMB, CooldownTime=0.5f, SpecialMoveIcon=Texture2D'ZED_Patriarch_UI.ZED-VS_Icons_Generic-HeavyMelee', NameLocalizationKey="Melee")
SpecialMoveCooldowns(1)=(SMHandle=SM_PlayerZedMove_RMB, CooldownTime=4.0f, SpecialMoveIcon=Texture2D'ZED_Patriarch_UI.ZED-VS_Icons_Patriarch-MiniGun', NameLocalizationKey="Minigun")
SpecialMoveCooldowns(2)=(SMHandle=SM_Taunt, CooldownTime=0.0f, bShowOnHud=false))
SpecialMoveCooldowns(3)=(SMHandle=SM_PlayerZedMove_V, CooldownTime=5.0f, SpecialMoveIcon=Texture2D'ZED_Patriarch_UI.ZED-VS_Icons_Patriarch-TentacleAttack', NameLocalizationKey="Grab")
SpecialMoveCooldowns(4)=(SMHandle=SM_PlayerZedMove_MMB, CooldownTime=5.0f, SpecialMoveIcon=Texture2D'ZED_Patriarch_UI.ZED-VS_Icons_Patriarch-Rocket', NameLocalizationKey="Rocket")
SpecialMoveCooldowns(5)=(SMHandle=SM_PlayerZedMove_Q, CooldownTime=6.f, SpecialMoveIcon=Texture2D'ZED_Patriarch_UI.ZED-VS_Icons_Patriarch-Heal', Charges=3,NameLocalizationKey="Heal")
SpecialMoveCooldowns(6)=(SMHandle=SM_PlayerZedMove_G, CooldownTime=2.35f, SpecialMoveIcon=Texture2D'ZED_Patriarch_UI.ZED-VS_Icons_Patriarch-MortarStrike', NameLocalizationKey="Mortar")
SpecialMoveCooldowns(7)=(SMHandle=SM_None, CooldownTime=999.f, SpecialMoveIcon=Texture2D'ZED_Patriarch_UI.ZED-VS_Icons_Generic-Cloak', Charges=60)
SpecialMoveCooldowns.Add((SMHandle=SM_Jump, CooldownTime=1.0f, SpecialMoveIcon=Texture2D'ZED_Patriarch_UI.ZED-VS_Icons_Generic-Jump', bShowOnHud=false)) // Jump always at end of array
BattlePhases(0)={(HealAmounts={(1.0f)},
TentacleDamage=10,
bCanSummonMinions=true)}
BattlePhases(1)={(HealAmounts={(1.0f)},
TentacleDamage=10,
bCanSummonMinions=true)}
BattlePhases(2)={(HealAmounts={(0.9f)},
TentacleDamage=10,
bCanSummonMinions=true)}
BattlePhases(3)={(TentacleDamage=10,
bCanSummonMinions=true)}
MissileProjectileClass=class'KFProj_Missile_Patriarch_Versus'
MortarProjectileClass=class'KFProj_Mortar_Patriarch'
MinMortarRangeSQ=160000.f
MaxMortarRangeSQ=6250000.f
CloakCharges=60
IncapSettings(AF_Snare)= (Vulnerability=(0.7, 0.7, 1.0, 0.7), Cooldown=8.5, Duration=1.5)
//defaults
ThirdPersonViewOffset={(
OffsetHigh=(X=-200,Y=90,Z=45),
OffsetLow=(X=-220,Y=130,Z=55),
OffsetMid=(X=-185,Y=110,Z=45),
)}
}