135 lines
5.1 KiB
Ucode
135 lines
5.1 KiB
Ucode
//=============================================================================
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// KFAiBallisticProjectileFireBehavior
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//=============================================================================
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//
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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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//=============================================================================
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class KFAiLeapBehavior extends KFAiBaseRangedBehavior
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native(AI);
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var transient array<Vector> CalculatedArc;
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var transient array<Vector> ArcImpacts;
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var (LeapCalc) color ValidArcColor;
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var (LeapCalc) color InValidArcColor;
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cpptext
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{
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UBOOL SuggestLeapVelocity( FVector* outLeapVelocity,
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const FVector& Dest,
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const FVector& Start,
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FLOAT DesiredLeapSpeed,
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FLOAT MinSpeedAllowed,
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FLOAT MaxSpeedAllowed,
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FLOAT BaseLeapZ,
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FLOAT DesiredZPct,
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const FVector& CollisionSize,
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FLOAT TerminalVelocity,
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FLOAT OverrideGravityZ = 0.f,
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UBOOL bUseDeadReckoning = FALSE,
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const FVector& TargetVelocity = FVector(0,0,1),
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UBOOL bOnlyTraceUp = FALSE,
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UBOOL bShowDebugArtifacts = FALSE,
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UBOOL bPreLobCalc = FALSE,
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INT LobStrikeValidationIdx = -1 );
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static UBOOL staticSuggestLeapVelocity( UKFAiLeapBehavior* BehInstance,
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AActor* ActorFor,
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FVector* outLeapVelocity,
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TArray<FVector>& outArcVerts,
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TArray<FVector>& outImpactLoc,
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const FVector& Dest,
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const FVector& Start,
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FLOAT DesiredLeapSpeed,
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FLOAT MinSpeedAllowed,
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FLOAT MaxSpeedAllowed,
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FLOAT BaseLeapZ,
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FLOAT DesiredZPct,
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const FVector& CollisionSize,
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FLOAT TerminalVelocity,
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FLOAT OverrideGravityZ = 0.f,
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UBOOL bUseDeadReckoning = FALSE,
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const FVector& TargetVelocity = FVector(0,0,1),
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UBOOL bOnlyTraceUp = FALSE,
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UBOOL bShowDebugArtifacts = FALSE,
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UBOOL bPreLobCalc = FALSE,
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INT LobStrikeValidationIdx = -1 );
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}
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/* Chad's Version of an epic methods ===============================================
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* ::SuggestLeapVelocity()
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*
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* returns a recommended leap velocity vector, given a destination and a leap speed magnitude
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* @param outLeapVelocity - out param stuffed with the computed velocity to use
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* @param End - desired end point of arc
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* @param Start - desired start point of arc
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* @param DesiredLeapSpeed - in the magnitude of the leap - assumed to only change due to gravity for the entire lifetime of the projectile
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* @param BaseLeapZ - is an additional Z direction force added to the leap (which will not be included in the returned outLeapVelocity) - (defaults to 0)
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* @param DesiredZPct (optional) - is the requested pct of the leap in the z direction (0=leap horizontally, 0.5 = leap at 45 degrees). This is the starting point for finding a leap. (Defaults to 0.05).
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* the purpose of this is to bias the test in cases where there is more than one solution
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* @param CollisionSize (optional) - is the size of bunding box of the leaping actor (defaults to (0,0,0)
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* @param TerminalVelocity (optional) - terminal velocity of the projectile
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* @param OverrideGravityZ (optional) - gravity inflicted upon the projectile in the z direction
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* @param bOnlyTraceUp (optional) - when TRUE collision checks verifying the arc will only be done along the upward portion of the arc
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* @return - TRUE/FALSE depending on whether a valid arc was computed
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*/
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native noexport final function bool SuggestLeapVelocity(out vector outLeapVelocity,
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vector Destination,
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vector Start,
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float DesiredLeapSpeed,
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optional float MinSpeedAllowed,
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optional float MaxSpeedAllowed,
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optional float BaseLeapZ,
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optional float DesiredZPct,
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optional vector CollisionSize,
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optional float TerminalVelocity,
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optional float OverrideGravityZ /* = GetGravityZ() */,
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optional bool bUseDeadReckoning,
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optional const vector TargetVelocity,
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optional bool bOnlyTraceUp,
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optional bool bShowDebugArtifacts,
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optional bool bPreLobCalc,
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optional int LobStrikeValidationIdx );
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function DrawDebugLastValidLeapArcCalced( vector FromLoc )
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{
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local int idx;
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local vector lastArcLoc;
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lastArcLoc = FromLoc;
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for( idx = 0; idx < CalculatedArc.Length; ++idx )
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{
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DrawDebugLine( lastArcLoc, CalculatedArc[idx], ValidArcColor.R, ValidArcColor.G, ValidArcColor.B, true );
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lastArcLoc = CalculatedArc[idx];
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}
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}
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function DrawDebugLastLeapArcCalcedArcImpacts()
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{
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local int idx;
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for( idx = 0; idx < ArcImpacts.Length; ++idx )
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{
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DrawDebugStar( ArcImpacts[idx], 25, InValidArcColor.R, InValidArcColor.G, InValidArcColor.B, true );
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}
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}
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DefaultProperties
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{
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// darkorange #FF8C00 255 140 0 36095
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ValidArcColor=(R=255,G=140,B=0,A=255)
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// Whore of Babylon (252, 40, 71)
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InValidArcColor=(R=252,G=40,B=71,A=255)
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}
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