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KF2-Dev-Scripts/KFGame/Classes/KFAfflictionBase.uc
2020-12-13 18:01:13 +03:00

167 lines
4.4 KiB
Ucode

//=============================================================================
// KFAfflictionBase
//=============================================================================
// A temporary pawn debuff. Similar architecture to special moves,
// but without a standardized replication method
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFAfflictionBase extends Object
native(Pawn)
abstract;
const INCAP_THRESHOLD = 100.f;
/*********************************************************************************************
* General
********************************************************************************************* */
/** Amount of stack currently applied */
var float CurrentStrength;
/** Decay rate copied from owner's incap settings */
var float DissipationRate;
/** Cached reference to the owning pawn */
var KFPawn PawnOwner;
var KFPawn_Monster MonsterOwner;
/** Special move to activate on success */
var ESpecialMove SpecialMove;
/** Length of time after activation before it can recieve additional damage */
var float Cooldown;
/** If there is a duration set and the threshold has been reached then this is how long it lasts */
var float LastActivationTime;
/** True if we need frame accurate dissipation (e.g. scalable material params) */
var bool bNeedsTick;
/** If bShould==FALSE, keep track when DissipationRate was processed */
var float LastDissipationTime;
/** Enable debug logging */
var bool bDebug;
/** */
function Init(KFPawn P, EAfflictionType Type, KFPerk InstigatorPerk)
{
PawnOwner = P;
MonsterOwner = KFPawn_Monster(P);
Cooldown = P.IncapSettings[Type].Cooldown;
if ( bNeedsTick && DissipationRate > 0 )
{
P.AfflictionHandler.AfflictionTickArray.AddItem(self);
}
}
/** */
function Accrue(float InPower)
{
// total immunity during cooldown
if ( LastActivationTime > 0 && `TimeSinceEx(PawnOwner, LastActivationTime) < Cooldown )
{
`log(Class.Name@"rejected because of cooldown", bDebug);
return;
}
// Apply dissipation over time elapsed
if ( !bNeedsTick )
{
if ( CurrentStrength > 0 )
{
CurrentStrength -= DissipationRate * (PawnOwner.WorldInfo.TimeSeconds - LastDissipationTime);
}
LastDissipationTime = PawnOwner.WorldInfo.TimeSeconds;
}
// clamp to a valid range
CurrentStrength = fClamp(CurrentStrength + InPower, InPower, INCAP_THRESHOLD);
if ( CurrentStrength >= INCAP_THRESHOLD )
{
Activate();
}
`log(Class.Name@"Added="$InPower@"NewStrength="$CurrentStrength, bDebug);
}
/** */
function Activate()
{
if ( SpecialMove != SM_None )
{
if( PawnOwner.IsAliveAndWell() )
{
PawnOwner.DoSpecialMove( SpecialMove, true,, GetSpecialMoveFlags() );
}
CurrentStrength = 0;
}
LastActivationTime = PawnOwner.WorldInfo.TimeSeconds;
`log(Class.Name@"was activated", bDebug);
}
/** For subclass special instructions */
function byte GetSpecialMoveFlags();
/** any special shutdown handling */
function Shutdown();
/** Clientside call to toggle replicated effects on/off */
function ToggleEffects(bool bPrimary, optional bool bSecondary)
{
`warn("called without having a subclass implementation. Will have errors online.");
}
/** Clientside call, usually on a tick, to update a material param */
function SetMaterialParameter(float Value)
{
`warn("called without having a subclass implementation. Will have errors online.");
}
/** called per tick while CurrentStrength > 0 */
event Tick(float DeltaTime);
/** Accessor to get known affliction knockdown modifier */
function float GetKnockdownModifier()
{
return 0.f;
}
/** Accessor to get known affliction Stumble modifier */
function float GetStumbleModifier()
{
return 0.f;
}
/** Accessor to get known affliction Stun modifier */
function float GetStunModifier()
{
return 0.f;
}
/** Accessor to get known affliction Damage modifier */
function float GetDamageModifier()
{
return 0.f;
}
/** Accessor to get known affliction speed modifier */
function float GetSpeedModifier()
{
return 1.f;
}
/** Accessor to get known melee speed modifier */
function float GetAttackSpeedModifier()
{
return 1.f;
}
defaultproperties
{
//bDebug=true
DissipationRate=20.f
}