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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// AICommand_Crawler_LeapToWall
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class AICommand_Crawler_LeapToWall extends AICommand
within KFAIController_ZedCrawler;
var KFWallPathNode WallNode;
var NavigationPoint StartLeapNode;
var NavigationPoint EndLeapNode;
var float JumpTime;
/*********************************************************************************************
* Initialization
********************************************************************************************* */
static function bool LeapToWall( KFAIController_ZedCrawler AI, NavigationPoint Start, NavigationPoint End, float InJumpTime )
{
local AICommand_Crawler_LeapToWall Cmd;
if( AI != None )
{
Cmd = new(AI) Default.Class;
if( Cmd != None )
{
Cmd.StartLeapNode = Start;
Cmd.EndLeapNode = End;
Cmd.JumpTime = InJumpTime;
AI.PushCommand(Cmd);
return true;
}
}
return false;
}
function Pushed()
{
super.Pushed();
DisableMeleeRangeEventProbing();
//MoveTimer = -1.0;
//Pawn.ZeroMovementVariables();
StopAllLatentMovement(); // Abort move commands, too?
GotoState('LeapingToWall');
}
function Popped()
{
super.Popped();
EnableMeleeRangeEventProbing();
}
/*********************************************************************************************
* Notifications
********************************************************************************************* */
/** Prevent changing enemy while paused */
function bool CanChangeEnemy( Pawn NewEnemy )
{
return false;
}
function bool NotifyLanded(vector HitNormal, Actor FloorActor )
{
Pawn.SetPhysics(PHYS_Spider);
return true;
}
function bool NotifyFallingHitWall(vector HitNormal, actor Wall)
{
return NotifyHitWall( HitNormal, Wall );
}
function bool NotifyHitWall(vector HitNormal, actor HitActor)
{
if( !HitActor.bCanStepUpon )
{
`warn( GetFuncName()$"() Wall "$HitActor$" bCanStepUpOn is FALSE" );
return false;
}
if( Pawn.Physics == PHYS_Falling )
{
Pawn.SetPhysics( PHYS_Spider );
Pawn.SetBase( HitActor, HitNormal );
DisableNotifyHitWall(1.f);
}
return true;
}
/*********************************************************************************************
* LeapToWall state
********************************************************************************************* */
state LeapingToWall
{
event BeginState( name PreviousStateName )
{
Pawn.ZeroMovementVariables();
}
function bool NotifyHitWall(vector HitNormal, actor HitActor)
{
if( !HitActor.bCanStepUpon )
{
`warn( GetFuncName()$"() Wall "$HitActor$" bCanStepUpOn is FALSE" );
return false;
}
if( Pawn.Physics == PHYS_Falling )
{
Pawn.SetPhysics( PHYS_Spider );
Pawn.SetBase( HitActor, HitNormal );
DisableNotifyHitWall(1.f);
}
return true;
}
function bool NotifyLanded(vector HitNormal, Actor FloorActor )
{
if( HitNormal != vect(0,0,1) )
{
Pawn.SetPhysics(PHYS_Spider);
return true;
}
return false;
}
function bool DoWallLeap( Actor Target )
{
//local Vector Suggested;
local Vector JumpVel;
if( (Pawn.Physics == PHYS_Walking || Pawn.Physics == PHYS_Spider) )
{
MoveTimer = 2.f;
//MyKFPawn.SuggestJumpVelocity( Suggested, Target.Location, Pawn.Location );
//JumpVel = ComputeTrajectoryByTime( Pawn.Location, Target.Location, 0.4f );
JumpVel = ComputeTrajectoryByTime( Pawn.Location, Target.Location, JumpTime );
MyKFPawn.Velocity = JumpVel;
MoveTarget = Target;
//MyKFPawn.Acceleration = vect( 0,0,0 );
MyKFPawn.SetPhysics( PHYS_Falling );
return true;
}
return false;
}
function DoLeap()
{
local vector JumpVel;
JumpVel = ComputeTrajectoryByTime( Pawn.Location, EndLeapNode.Location, JumpTime );
Pawn.ZeroMovementVariables();
if( EndLeapNode.Location.Z > Pawn.Location.Z )
{
JumpVel.Z *= 1.04f;
}
MyKFPawn.Velocity = JumpVel;
MyKFPawn.SetPhysics( PHYS_Falling );
SetFocalPoint(vect(0,0,0));
Focus = EndLeapNode;
}
Begin:
DoWallLeap( EndLeapNode );
WaitForLanding();
// 2.5.14
if( NavigationPoint(MoveTarget) != none )
{
Pawn.SetAnchor( NavigationPoint(MoveTarget) );
}
while( RouteCache.Length > 0 && RouteCache[ 0 ] == Pawn.Anchor )
{
RouteCache_RemoveIndex(0);
}
// Pawn.SetPhysics( PHYS_Spider ); 2.9.2014
// Pawn.ResetDesiredRotation();
// SetFocalPoint(vect(0,0,0));
// Focus = none;
Focus = RouteCache[0];
Pawn.ZeroMovementVariables();
Sleep( 0.35f ); // Note: Sleep( 0.1f ) results in weird snap rotation
RecordLeapToWall();
Status = 'Success';
PopCommand( self );
};
state RotateToFocus
{
function PushedState()
{
super.PushedState();
AIActionStatus = "In RotateToFocus state";
}
Begin:
SetFocalPoint( vect(0,0,0) );
Focus = EndLeapNode;
FinishRotation();
SetFocalPoint(Vect(0,0,0));
Focus = none;
Pawn.ResetDesiredRotation();
PopState();
}
DefaultProperties
{
bAllowedToAttack=false
bIgnoreNotifies=true
bIgnoreStepAside=true
}