//============================================================================= // KFWeap_HealerBase //============================================================================= // Base weapon class used for the healer //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // - Andrew "Strago" Ladenberger //============================================================================= class KFWeap_HealerBase extends KFWeapon abstract; /********************************************************************************************* Ammo / Reload ********************************************************************************************* */ /** How many points of heal ammo to recharge per second */ var() float HealSelfRechargeSeconds; /** How many points of heal ammo to recharge per second when healing ourselves */ var() float HealOtherRechargeSeconds; /** How many points of heal ammo to recharge per second */ var float HealRechargeTime; /** Keeps track of incremental healing since we have to heal in whole integers */ var float HealingIncrement; /** How many points of heal ammo to recharge per second. Calculated from the HealFullRechargeSeconds */ var float HealRechargePerSecond; /** Set while healer is mixing / regenerating */ var repnotify bool bIsAmmoRecharging; /** Automatically use self-heal and then re-equip previous weapon */ var bool bQuickHealMode; /** If set, play the reload version of the firing anim */ var bool bPlayHealAndReload; /** The sound effect to play once we've finished recharging */ var AKEvent RechargeCompleteSound; /** How long after we shart trying to heal before a zed can grab us. * Prevents us from missing healing shots from being grabbed */ var(Weapon) float HealAttemptWeakZedGrabCooldown; /********************************************************************************************* Healing (aka Firing Mode) ********************************************************************************************* */ /** Maximum range to find teammate */ var() float HealingRangeSQ; /** Reference to a healable friendly set in TickSpecial */ var Pawn HealTarget; /** Reference to last valid heal target, used for "Heal Miss" dialog */ var Pawn LastValidHealTarget; /** Store last update to we can prevent idle->ready->idle to quickly */ var float LastReadyHealTime; /** How much to heal when playing a standalone game */ var const float StandAloneHealAmount; var bool bIsQuickHealMessageShowing; /********************************************************************************************* Animations ********************************************************************************************* */ /** animation names */ const IdleReadyAnim = 'Idle_Ready'; const HealSelfAnim = 'Heal_Self'; const HealSelfReloadAnim = 'Heal_Self_Reload'; const HealTeamAnim = 'Heal_Team'; const HealTeamReloadAnim = 'Heal_Team_Reload'; const QuickHealAnim = 'Heal_Quick'; /********************************************************************************************* Screen ********************************************************************************************* */ var class ScreenUIClass; var KFGFxWorld_HealerScreen ScreenUI; var float LastUIUpdateTime; var float UIUpdateInterval; replication { if (bNetDirty) bIsAmmoRecharging; } simulated event ReplicatedEvent(name VarName) { super.ReplicatedEvent(VarName); if (VarName == nameof(bIsAmmoRecharging)) { if(!bIsAmmoRecharging && Owner != none) { PlaySoundBase( RechargeCompleteSound, true, false, false, Owner.Location ); } } } //------------------------------------------------------------------------------------------- function GivenTo(Pawn NewOwner, optional bool bDoNotActivate) { local KFInventoryManager KFInvManger; Super.GivenTo( NewOwner, bDoNotActivate ); //Register with inventory manager for easy access later. (Eg: HUD indicator) KFInvManger = KFInventoryManager(InvManager); if( InvManager != none && KFInvManger != none ) { `Log("GivenToGivenToGivenToGivenToGivenToGivenToGivenToGivenToGivenToGivenToGivenToGivenTo"); KFInvManger.HealerWeapon = self; } } /** Turn on the UI screen when we equip the healer */ simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName ) { super.AttachWeaponTo( MeshCpnt, SocketName ); if (Instigator != none && Instigator.IsLocallyControlled() ) { //Create the screen's UI piece if (ScreenUI == none) { ScreenUI = new( self ) ScreenUIClass; ScreenUI.Init(); ScreenUI.Start(true); } if (ScreenUI != none) { ScreenUI.SetPause(false); ScreenUI.SetCharge( MagazineCapacity[0] ); } } } /** Turn off the UI screen when we unequip the healer */ simulated function DetachWeapon() { super.DetachWeapon(); if (Instigator != none && Instigator.IsLocallyControlled() && ScreenUI != none) { ScreenUI.SetPause(); } } simulated event Destroyed() { if (Instigator != none && Instigator.IsLocallyControlled() && ScreenUI != none) { ScreenUI.Close(); } super.Destroyed(); } /********************************************************************************************* * Ammunition *********************************************************************************************/ /** SpareAmmoCount is used for recharging, but it doesn't show on HUD */ simulated function int GetSpareAmmoForHUD() { return 0; } simulated function bool HasAnyAmmo() { return true; } /** Performs actual ammo reloading */ simulated function PerformReload(optional byte FireModeNum) { local KFPerk InstigatorPerk; InstigatorPerk = GetPerk(); // begin ammo recharge on server if ( Role == ROLE_Authority ) { bIsAmmoRecharging = true; InstigatorPerk.ModifyHealerRechargeTime( HealRechargeTime ); // Set the healing recharge rate whenever we start charging HealRechargePerSecond = MagazineCapacity[0]/HealRechargeTime; } } /** Heal Ammo Regen */ function HealAmmoRegeneration(float DeltaTime) { HealingIncrement += HealRechargePerSecond * DeltaTime; if( HealingIncrement >= 1.0 && AmmoCount[0] < MagazineCapacity[0] ) { AmmoCount[0]++; HealingIncrement -= 1.0; if( AmmoCount[0] == MagazineCapacity[0] ) { bIsAmmoRecharging = false; if(Instigator.IsLocallyControlled() && Owner != none) { PlaySoundBase( RechargeCompleteSound, true, false, false, Owner.Location ); } } } } /** Returns true if weapon can potentially be reloaded */ // reload is handled automatically, see bPlayHealAndReload simulated function bool CanReload(optional byte FireModeNum); /********************************************************************************************* Firing / Projectile ********************************************************************************************* */ /** Instead of switch fire mode use as immediate alt fire */ simulated function AltFireMode() { local KFPlayerController_WeeklySurvival Instigator_KFPC_WS; if ( !Instigator.IsLocallyControlled() ) { return; } Instigator_KFPC_WS = KFPlayerController_WeeklySurvival(Instigator.Controller); if (Instigator_KFPC_WS != none && Instigator_KFPC_WS.VIPGameData.IsVIP) { // VIP can't heal himself return; } // StartFire - StopFire called from KFPlayerInput StartFire(ALTFIRE_FIREMODE); } /** * If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases * this function will be called. It should be subclassed by the custom weapon. */ simulated function CustomFire() { local float HealAmount; if( Role == ROLE_Authority ) { // Healing a teammate if( CurrentFireMode == DEFAULT_FIREMODE ) { HealAmount = InstantHitDamage[CurrentFireMode]; HealTarget.HealDamage( HealAmount, Instigator.Controller, InstantHitDamageTypes[CurrentFireMode]); HealRechargeTime = HealOtherRechargeSeconds; } // Healing Self else if( CurrentFireMode == ALTFIRE_FIREMODE ) { if ( GetActivePlayerCount() < 2 ) { HealAmount = StandAloneHealAmount; } else { HealAmount = InstantHitDamage[CurrentFireMode]; } Instigator.HealDamage(HealAmount, Instigator.Controller, InstantHitDamageTypes[CurrentFireMode]); HealRechargeTime = HealSelfRechargeSeconds; } } } /** * @see Weapon::StartFire */ simulated function StartFire(byte FireModeNum) { local Pawn Healee; // Reload, grenade, melee all work the same as base weapon if ( FireModeNum > ALTFIRE_FIREMODE ) { Super.StartFire(FireModeNum); return; } Healee = (FireModeNum == DEFAULT_FIREMODE) ? HealTarget : Instigator; // Exit if we have no valid target for a team heal or the target has full health if ( Healee == None || !IsValidHealingTarget( Healee ) ) { // Play miss dialog. Define "miss" as tried to fire, but recently lost target. // @todo (JDR): replace magic number with less-magical number if ( FireModeNum == DEFAULT_FIREMODE && HealTarget == None && `TimeSince(LastReadyHealTime) < 2.f )// && LastValidHealTarget.bIsMoving ) { MissHeal( LastValidHealTarget ); } return; } if( Instigator == None || !Instigator.bNoWeaponFiring ) { // always do this (medics may be able to heal without reloading) // @todo bPlayHealAndReload when reload animations are back in //bPlayHealAndReload = true; if( Role < Role_Authority ) { // tell the server who we want to heal ServerStartHeal(FireModeNum, HealTarget, bPlayHealAndReload); } // Start fire locally BeginFire(FireModeNum); } } simulated function bool IsValidHealingTarget( Pawn Healee ) { if( Healee != none ) { return Healee.Health < Healee.HealthMax && Healee.IsAliveAndWell(); } return false; } /** Set the heal target and start firing mode */ reliable server private function ServerStartHeal(byte FireModeNum, Pawn P, bool bClientIsReloading) { if ( FireModeNum == DEFAULT_FIREMODE && !P.IsAliveAndWell() ) { return; } // sync up reload status (AmmoCount is probably good enough ) bPlayHealAndReload = bClientIsReloading; HealTarget = P; ServerStartFire(FireModeNum); } simulated function MissHeal( Pawn P ) { if( Role < ROLE_Authority ) { ServerMissHeal( P ); } else { `DialogManager.PlayHealMissDialog( KFPawn(Instigator), KFPawn(P) ); } } unreliable server private function ServerMissHeal( Pawn P ) { MissHeal( P ); } /********************************************************************************************* * Effects / Mesh / Animations / Sounds *********************************************************************************************/ /** * Called when damage is healed (instead of when heal anim starts) */ simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation ) { PlayFiringSound(CurrentFireMode); if( Instigator != none && Instigator.IsFirstPerson() ) { ShakeView(); } } simulated function name GetHealAnimName(byte FireModeNum) { if ( bPlayHealAndReload ) { return (FireModeNum == DEFAULT_FIREMODE) ? HealTeamReloadAnim : HealSelfReloadAnim; } else { return (FireModeNum == DEFAULT_FIREMODE) ? HealTeamAnim : HealSelfAnim; } } /********************************************************************************************* * Timing *********************************************************************************************/ /** @see Weapon::GetFireInterval */ simulated function float GetFireInterval( byte FireModeNum ) { local name AnimName; if ( FireModeNum <= ALTFIRE_FIREMODE ) { // Base the fire internval on the animation. This is a little unusual, but since we're // in a WeaponSingleFiring state and the server/client anim are sync'ed up it's okay. AnimName = GetHealAnimName(FireModeNum); return FMax(MySkelMesh.GetAnimInterruptTime(AnimName), 0.01f); } return super.GetFireInterval( FireModeNum ); } // The healer should only be able to refire if it's animation or interrupt has completed simulated function bool ShouldRefire() { return false; } /** @see Weapon::Tick */ simulated event Tick(float DeltaTime) { Super.Tick(DeltaTime); // @todo: this could should not be called if ammo is charged if (Role == ROLE_Authority && AmmoCount[0] < MagazineCapacity[0]) { HealAmmoRegeneration(DeltaTime); } if (Instigator != none && Instigator.WorldInfo.TimeSeconds - LastUIUpdateTime > UIUpdateInterval) { LastUIUpdateTime = Instigator.WorldInfo.TimeSeconds; // throttle the updates so we're not spamming Actionscript with data. UpdateInteractionMessage(); } UpdateScreenUI(); } //Updates weither or not the "Press GBA_QuickHeal to heal" should be shown based on health, ammo and other factors simulated function UpdateInteractionMessage() { local KFPlayerController InstigatorKFPC; local bool bCannotBeHealed; //Update Interaction message if (Instigator != none && Instigator.IsLocallyControlled() && Instigator.Health > 0) { InstigatorKFPC = KFPlayerController(Instigator.Controller); if (InstigatorKFPC == none) { return; } //Check if the player can heal bCannotBeHealed = !InstigatorKFPC.CanUseHealObject(); if (bIsQuickHealMessageShowing) { //We use AmmoCount[0] since the healer weapon only uses this ammo. AmmoCost[ALTFIRE_FIREMODE] is the cost to heal yourself if (Instigator.Health > InstigatorKFPC.LowHealthThreshold || AmmoCount[0] < AmmoCost[ALTFIRE_FIREMODE] || bCannotBeHealed) { bIsQuickHealMessageShowing = false; InstigatorKFPC.ReceiveLocalizedMessage(class'KFLocalMessage_Interaction', IMT_None); } } //We use AmmoCount[0] since the healer weapon only uses this ammo. AmmoCost[ALTFIRE_FIREMODE] is the cost to heal yourself if (Instigator.Health <= InstigatorKFPC.LowHealthThreshold && AmmoCount[0] >= AmmoCost[ALTFIRE_FIREMODE] && !bCannotBeHealed) { bIsQuickHealMessageShowing = true; InstigatorKFPC.ReceiveLocalizedMessage(class'KFLocalMessage_Interaction', IMT_HealSelfWarning); } } } /** Only update the screen screen if we have the healer equipped and it's value is different than our AmmoCount */ simulated function UpdateScreenUI() { if ( Instigator != none && Instigator.IsLocallyControlled() && Instigator.Weapon == self ) { if ( ScreenUI != none && ScreenUI.CurrentCharge != AmmoCount[0] ) { ScreenUI.SetCharge( AmmoCount[0] ); } } } /********************************************************************************************* * State Active * A Weapon this is being held by a pawn should be in the active state. In this state, * a weapon should loop any number of idle animations, as well as check the PendingFire flags * to see if a shot has been fired. *********************************************************************************************/ simulated state Active { simulated event Tick(float DeltaTime) { // Caution - Super will skip our global, but global will skip super's state function! Global.Tick(DeltaTime); // will trace each call, but it's decently fast (zero-extent) UpdateHealTarget(); UpdateScreenUI(); } simulated function PlayIdleAnim() { local int IdleIndex; if ( Instigator != none && Instigator.IsFirstPerson() ) { // Update target immediately and enable tick (first time) UpdateHealTarget(true); if( HealTarget != None ) { PlayAnimation(IdleReadyAnim, 0.0, true, 0.2); } else { IdleIndex = Rand(IdleAnims.Length); PlayAnimation(IdleAnims[IdleIndex], 0.0, true, 0.2); } } } } /** * Find friendly pawns within healing range * Network: Local Player */ simulated function UpdateHealTarget(optional bool bSkipOnAnimEnd) { local bool bHasHealTarget; local vector AimDir, StartTrace, Projection; local Pawn P; local KFPawn KFP; local float DistSQ, FOV, HealTargetRating, BestHealTargetRating; // prevent state from changing too often (also a optimization) if ( `TimeSince(LastReadyHealTime) < 0.2f ) { return; } bHasHealTarget = (HealTarget != None); HealTarget = None; // define range to use for CalcWeaponFire() StartTrace = Instigator.GetWeaponStartTraceLocation(); AimDir = vector( GetAdjustedAim(StartTrace) ); // consider adding this to KFMeleeHelperWeapon so it can be used by other weapons foreach WorldInfo.AllPawns( class'Pawn', P ) { if( P != Instigator && P.GetTeamNum() == Instigator.GetTeamNum() && P.IsAliveAndWell() ) { KFP = KFPawn(P); if (KFP != none && !KFP.CanBeHealed()) { continue; } Projection = P.Location - StartTrace; DistSQ = VSizeSQ( Projection ); if( DistSQ > HealingRangeSQ ) { continue; } FOV = AimDir dot Normal( Projection ); if( FOV > 0.4f ) { HealTargetRating = FOV + ( 0.4f * (1.f - (DistSQ / HealingRangeSQ)) ); if( HealTargetRating > BestHealTargetRating && FastTrace(P.Location, StartTrace) ) { BestHealTargetRating = HealTargetRating; HealTarget = P; LastValidHealTarget = P; LastReadyHealTime = WorldInfo.TimeSeconds; } } } } // refresh idle anim if ready state has changed if ( !bSkipOnAnimEnd && bHasHealTarget != (HealTarget != None) ) { OnAnimEnd(none,0.f,0.f); } } /********************************************************************************************* * State WeaponHealing * Firing mode state for healer items. *********************************************************************************************/ simulated state WeaponHealing extends WeaponSingleFiring { simulated function byte GetWeaponStateId() { return WEP_Heal; } /** "fires" in EndState instead of begin */ simulated event BeginState( Name PreviousStateName ) { `LogInv("PreviousStateName:" @ PreviousStateName); // Don't let a weak zed grab us while in the middle of a heal SetWeakZedGrabCooldownOnPawn(HealAttemptWeakZedGrabCooldown); PlayHeal(); TimeWeaponFiring( CurrentFireMode ); NotifyBeginState(); } simulated function PlayHeal() { local name AnimName; AnimName = GetHealAnimName(CurrentFireMode); if( Instigator != none && Instigator.IsFirstPerson() ) { if ( AnimName != '' ) { PlayAnimation(AnimName,,,FireTweenTime); } } } simulated function RefireCheckTimer() { // Do actual healing and start recharging used ammo FireAmmunition(); PerformReload(); HandleFinishedFiring(); } simulated function EndState(Name NextStateName) { Super.EndState(NextStateName); NotifyEndState(); } } /********************************************************************************************* * State WeaponQuickHeal * Special firing state that combines Equip, Heal, and PutAway into one action *********************************************************************************************/ // Global defs for state code simulated function QuickHealEndTimer(); simulated function QuickHealFireTimer(); simulated state WeaponQuickHeal extends WeaponHealing { simulated function byte GetWeaponStateId() { return WEP_HealQuick; } simulated event BeginState( Name PreviousStateName ) { Super.BeginState(PreviousStateName); bQuickHealMode = false; } simulated function EndState(Name NextStateName) { Super.EndState(NextStateName); ClearTimer(nameof(QuickHealEndTimer)); } /** Override normal firing state timers */ simulated function TimeWeaponFiring( byte FireModeNum ) { local float Duration, QuickHealFireTime; local name AnimName; AnimName = GetHealAnimName(FireModeNum); // Set a end state timer seperate from RefireCheckTimer Duration = MySkelMesh.GetAnimLength(AnimName); if ( Duration > 0 ) { SetTimer(Duration, false, nameof(QuickHealEndTimer)); } // Use interrupts in the animation to determine when to fire QuickHealFireTime = FMax(MySkelMesh.GetAnimInterruptTime(AnimName), 0.01f); SetTimer(QuickHealFireTime, false, nameof(QuickHealFireTimer)); } /** Handle state exit */ simulated function QuickHealEndTimer() { KFInventoryManager(InvManager).SwitchToLastWeapon(); // Start weapon put away PutDownWeapon(); // Skip anim and go straight to inactive WeaponIsDown(); } /** Do actual healing and start recharging used ammo */ simulated function QuickHealFireTimer() { FireAmmunition(); PerformReload(); } simulated function name GetHealAnimName(byte FireModeNum) { return QuickHealAnim; } } /** Handle bQuickHealMode */ simulated function Activate() { Super.Activate(); HealTarget = none; //clear heal target so that distance exploit cannot happen if ( bQuickHealMode && Instigator.IsLocallyControlled() ) { SetCurrentFireMode(ALTFIRE_FIREMODE); GotoState('WeaponQuickHeal'); if ( Role < ROLE_Authority ) { ServerStartQuickHeal(); } } } /** Notify server of quick heal */ reliable server private function ServerStartQuickHeal() { SetCurrentFireMode(ALTFIRE_FIREMODE); GotoState('WeaponQuickHeal'); } /** Returns the number of players active in the game */ function int GetActivePlayerCount() { local KFPlayerController KFPC; local int totalPlayers; totalPlayers = 0; foreach WorldInfo.AllControllers( class'KFPlayerController', KFPC ) { if( KFPC.bIsAchievementPlayer ) { totalPlayers++; } } return totalPlayers; } defaultproperties { UIUpdateInterval=1.f FireTweenTime=0.3f HealingRangeSQ=23000.f StandAloneHealAmount=50.0f ScreenUIClass=class'KFGFxWorld_HealerScreen' // Aim Assist AimCorrectionSize=0.f bTargetAdhesionEnabled=false // Heal Friendly FiringStatesArray(DEFAULT_FIREMODE)=WeaponHealing WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_Custom FireInterval(DEFAULT_FIREMODE)=+0.2 InstantHitDamage(DEFAULT_FIREMODE)=20.0 InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Healing' AmmoCost(DEFAULT_FIREMODE)=100 HealAttemptWeakZedGrabCooldown=1.0 // Heal Self FiringStatesArray(ALTFIRE_FIREMODE)=WeaponHealing WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_Custom FireInterval(ALTFIRE_FIREMODE)=+2.0 InstantHitDamage(ALTFIRE_FIREMODE)=20.0 InstantHitDamageTypes(ALTFIRE_FIREMODE)=class'KFDT_Healing' AmmoCost(ALTFIRE_FIREMODE)=100 // Ammo MagazineCapacity[0]=100 SpareAmmoCapacity[0]=0 bCanBeReloaded=true bReloadFromMagazine=true bInfiniteSpareAmmo=true HealSelfRechargeSeconds=15 HealOtherRechargeSeconds=7.5 bAllowClientAmmoTracking=false // Inventory GroupPriority=6 InventoryGroup=IG_Equipment // Fire Effects WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Syringe.Play_WEP_SA_Syringe_3P_Fire_Single', FirstPersonCue=AkEvent'WW_WEP_SA_Syringe.Play_WEP_SA_Syringe_1P_Fire_Single') WeaponFireSnd(ALTFIRE_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Syringe.Play_WEP_SA_Syringe_3P_Fire_Single', FirstPersonCue=AkEvent'WW_WEP_SA_Syringe.Play_WEP_SA_Syringe_1P_Fire_Single') RechargeCompleteSound=AkEvent'WW_WEP_SA_Syringe.Play_WEP_SA_Syringe_Charged' AssociatedPerkClasses(0)=none }