717 lines
24 KiB
Ucode
717 lines
24 KiB
Ucode
//=============================================================================
|
|
// KFPawn_ZedHansBase
|
|
//=============================================================================
|
|
// Base Hans Class. Put here so classes in KFGame could reference
|
|
// Hans properties, and if any native code is needed
|
|
//=============================================================================
|
|
// Killing Floor 2
|
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
|
// John "Ramm-Jaeger" Gibson
|
|
//=============================================================================
|
|
|
|
class KFPawn_ZedHansBase extends KFPawn_MonsterBoss
|
|
abstract;
|
|
|
|
/** Cached AI controller */
|
|
var KFAIController_Hans MyHansController;
|
|
|
|
/** If true, MkB42s are unholstered and aiming (also see bIsTargeting) */
|
|
var repnotify bool bGunsEquipped;
|
|
|
|
/*********************************************************************************************
|
|
* Battle phases
|
|
**********************************************************************************************/
|
|
|
|
/** Info for hans battle phases */
|
|
struct HansBattlePhaseInfo
|
|
{
|
|
/** Whether or not we can do the Frenzy attack this battle phase */
|
|
var bool bCanFrenzy;
|
|
/** Whether or not to desire sprinting behavior this battle phase */
|
|
var bool bSprintingBehavior;
|
|
/** Info on how often we can toss any grenades in this battle phase */
|
|
var float GlobalOffensiveNadePhaseCooldown;
|
|
/** Whether or not we can use a regular nerve gas toss this battle phase */
|
|
var bool bCanTossNerveGas;
|
|
/** Info on how often we can toss Nerve Gas Nades in this battle phase */
|
|
var float NerveGasTossPhaseCooldown;
|
|
/** Whether or not we can use a nerve gas barrage this battle phase */
|
|
var bool bCanBarrageNerveGas;
|
|
/** Info on how often we can barrage Nerve Gas Nades in this battle phase */
|
|
var float NerveGasBarragePhaseCooldown;
|
|
/** Whether or not we can use the MKB assault rifle this battle phase */
|
|
var bool bCanUseGuns;
|
|
/** Info on how often we can use guns in this battle phase */
|
|
var float GunAttackPhaseCooldown;
|
|
/** How long Hans will keep his guns out when he pulls them out in this battle phase */
|
|
var float GunAttackLengthPhase;
|
|
/** Whether or not we can use a regular grenade this battle phase */
|
|
var bool bCanTossGrenade;
|
|
/** Info on how often we can toss HENades in this battle phase */
|
|
var float HENadeTossPhaseCooldown;
|
|
/** Whether or not we can use grenade barrage this battle phase */
|
|
var bool bCanBarrageGrenades;
|
|
/** Info on how often we can barrage HENades in this battle phase */
|
|
var float HENadeBarragePhaseCooldown;
|
|
/** Whether Hans can move when throwing grenades, per difficulty level */
|
|
var array<bool> bCanMoveWhileThrowingGrenades;
|
|
/** Heal threshold (MaxHealth * HealThreshold) per difficulty level */
|
|
var array<float> HealThresholds;
|
|
/** Heal amount Health + MaxHealth*(MaxHealth * HealAmount) per difficulty level */
|
|
var array<float> HealAmounts;
|
|
/** Shield health per difficulty level */
|
|
var array<int> MaxShieldHealth;
|
|
|
|
structdefaultproperties
|
|
{
|
|
bSprintingBehavior=true
|
|
GlobalOffensiveNadePhaseCooldown=8
|
|
NerveGasTossPhaseCooldown=10
|
|
NerveGasBarragePhaseCooldown=20
|
|
GunAttackPhaseCooldown=20
|
|
GunAttackLengthPhase=15
|
|
HENadeTossPhaseCooldown=10
|
|
HENadeBarragePhaseCooldown=20
|
|
}
|
|
};
|
|
|
|
/** Configuration for the Hans battle phases */
|
|
var array<HansBattlePhaseInfo> BattlePhases;
|
|
|
|
/** Whether or not we've healed this battle phase */
|
|
var bool bHealedThisPhase;
|
|
|
|
/** Amount of health healed this phase (cumulative) */
|
|
var float AmountHealedThisPhase;
|
|
|
|
/** In the mode to hunt players and try and heal */
|
|
var repnotify bool bInHuntAndHealMode;
|
|
|
|
/** How much to reduce Hans' damage he receives when he is in hunt and heal mode */
|
|
var() float HuntAndHealModeDamageReduction;
|
|
|
|
/** How much to scale incap powers by when healing */
|
|
var float IncapPowerScaleWhenHealing;
|
|
|
|
/** Amount of health shield has remaining */
|
|
var float ShieldHealth;
|
|
var float ShieldHealthMax;
|
|
var float ShieldHealthScale;
|
|
|
|
/** Replicated shield health percentage */
|
|
var repnotify byte ShieldHealthPctByte;
|
|
|
|
/** Number of times we've bumped into enemies when trying to heal */
|
|
var int NumHuntAndHealEnemyBumps;
|
|
|
|
/** Last time we bumped into an enemy */
|
|
var float LastHuntAndHealEnemyBumpTime;
|
|
|
|
/*********************************************************************************************
|
|
* Grenade Throwing
|
|
**********************************************************************************************/
|
|
|
|
/** Grenade tossing */
|
|
var class<KFProj_Grenade> ActiveGrenadeClass;
|
|
/** Grenade tossing */
|
|
var class<KFProj_Grenade> ExplosiveGrenadeClass;
|
|
var const class<KFProj_Grenade> SeasonalExplosiveGrenadeClasses[5];
|
|
/** Grenade tossing */
|
|
var class<KFProj_Grenade> NerveGasGrenadeClass;
|
|
var const class<KFProj_Grenade> SeasonalNerveGasGrenadeClasses[5];
|
|
/** Grenade tossing */
|
|
var class<KFProj_Grenade> SmokeGrenadeClass;
|
|
var const class<KFProj_Grenade> SeasonalSmokeGrenadeClasses[5];
|
|
/** Socket where grenade spawns when Hans throws with his right hand */
|
|
var name RightHandSocketName;
|
|
/** Socket where grenade spawns when Hans throws with his left hand */
|
|
var name LeftHandSocketName;
|
|
|
|
/** Grenade accuracy TODO: Make this based on skill level for AI*/
|
|
var vector GrenadeTossSpread;
|
|
|
|
/** Waiting to do a smoke grenade barrage as soon as the guns are put away */
|
|
var bool bPendingSmokeGrenadeBarrage;
|
|
|
|
/** How many grenades have been tossed this barrage */
|
|
var int BarrageTossCount;
|
|
|
|
/** The current grenade attack is a barrage */
|
|
var bool bDoingBarrage;
|
|
|
|
/** Info on how often we can tossed any damaging grenades */
|
|
var float GlobalOffensiveNadeCooldown;
|
|
var float LastOffensiveNadeTime;
|
|
/** Info on how often we can toss HENades */
|
|
var float HENadeTossCooldown;
|
|
var float LastHENadeTossTime;
|
|
/** Info on how often we can barrage HENades */
|
|
var float HENadeBarrageCooldown;
|
|
var float LastHENadeBarrageTime;
|
|
/** Info on how often we can toss Nerve Gas Nades */
|
|
var float NerveGasTossCooldown;
|
|
var float LastNerveGasTossTime;
|
|
/** Info on how often we can barrage Nerve Gas Nades */
|
|
var float NerveGasBarrageCooldown;
|
|
var float LastNerveGasBarrageTime;
|
|
/** Info on how often we can toss Smoke Nades */
|
|
var float SmokeTossCooldown;
|
|
var float LastSmokeTossTime;
|
|
|
|
replication
|
|
{
|
|
// Replicated to ALL
|
|
if ( bNetDirty )
|
|
bGunsEquipped, bInHuntAndHealMode, ShieldHealthPctByte;
|
|
}
|
|
|
|
simulated event ReplicatedEvent( name VarName )
|
|
{
|
|
switch( VarName )
|
|
{
|
|
case nameof( bInHuntAndHealMode ):
|
|
SetHuntAndHealMode( bInHuntAndHealMode );
|
|
break;
|
|
|
|
case nameOf( ShieldHealthPctByte ):
|
|
UpdateShieldColor();
|
|
break;
|
|
|
|
default:
|
|
super.ReplicatedEvent( VarName );
|
|
}
|
|
}
|
|
|
|
/** Called from Possessed event when this controller has taken control of a Pawn */
|
|
function PossessedBy( Controller C, bool bVehicleTransition )
|
|
{
|
|
Super.PossessedBy( C, bVehicleTransition );
|
|
|
|
MyHansController = KFAIController_Hans( C );
|
|
|
|
SetPhaseCooldowns( 0 );
|
|
|
|
ExplosiveGrenadeClass = SeasonalExplosiveGrenadeClasses[class'KFGameEngine'.static.GetSeasonalEventID()];
|
|
NerveGasGrenadeClass = SeasonalNerveGasGrenadeClasses[class'KFGameEngine'.static.GetSeasonalEventID()];
|
|
SmokeGrenadeClass = SeasonalSmokeGrenadeClasses[class'KFGameEngine'.static.GetSeasonalEventID()];
|
|
}
|
|
|
|
/** Increment Hans to the next battle phase */
|
|
function IncrementBattlePhase()
|
|
{
|
|
CurrentBattlePhase++;
|
|
bHealedThisPhase = true;
|
|
AmountHealedThisPhase = 0;
|
|
|
|
SetPhaseCooldowns( CurrentBattlePhase - 1 );
|
|
|
|
bForceNetUpdate = true;
|
|
}
|
|
|
|
/** Set the correct phase based cooldown for this battle phase */
|
|
function SetPhaseCooldowns( int BattlePhase )
|
|
{
|
|
GlobalOffensiveNadeCooldown = BattlePhases[BattlePhase].GlobalOffensiveNadePhaseCooldown;
|
|
HENadeTossCooldown = BattlePhases[BattlePhase].HENadeTossPhaseCooldown;
|
|
HENadeBarrageCooldown = BattlePhases[BattlePhase].HENadeBarragePhaseCooldown;
|
|
NerveGasTossCooldown = BattlePhases[BattlePhase].NerveGasTossPhaseCooldown;
|
|
NerveGasBarrageCooldown = BattlePhases[BattlePhase].NerveGasBarragePhaseCooldown;
|
|
|
|
if( MyHansController != none )
|
|
{
|
|
MyHansController.ShootingCooldown = BattlePhases[BattlePhase].GunAttackPhaseCooldown;
|
|
MyHansController.MaxGunAttackLength = BattlePhases[BattlePhase].GunAttackLengthPhase;
|
|
|
|
// Reset summon flag
|
|
MyHansController.bSummonedThisPhase = false;
|
|
}
|
|
}
|
|
|
|
/** Reduce damage when in hunt and heal mode */
|
|
function AdjustDamage(out int InDamage, out vector Momentum, Controller InstigatedBy, vector HitLocation, class<DamageType> DamageType, TraceHitInfo HitInfo, Actor DamageCauser)
|
|
{
|
|
Super.AdjustDamage(InDamage, Momentum, InstigatedBy, HitLocation, DamageType, HitInfo, DamageCauser);
|
|
|
|
// Update shield health before scaling damage
|
|
UpdateShieldHealth( InDamage );
|
|
|
|
// Reduce damage when in hunt and heal mode
|
|
if( bInHuntAndHealMode && ShieldHealth > 0 )
|
|
{
|
|
InDamage = Max( InDamage * HuntAndHealModeDamageReduction, 1 );
|
|
}
|
|
}
|
|
|
|
/** Reduce affliction/incap strength when healing */
|
|
simulated function AdjustAffliction( out float AfflictionPower )
|
|
{
|
|
super.AdjustAffliction( AfflictionPower );
|
|
if( bInHuntAndHealMode )
|
|
{
|
|
AfflictionPower *= IncapPowerScaleWhenHealing;
|
|
}
|
|
}
|
|
|
|
/** Updates shield health and shield health percent */
|
|
function UpdateShieldHealth( optional int Damage=-1 )
|
|
{
|
|
// If shield has been depleted already, or no damage was taken, don't update
|
|
if( ShieldHealth == 0 || Damage == 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Damage the shield if applicable
|
|
if( ShieldHealth > 0 && Damage > 0 )
|
|
{
|
|
ShieldHealth = Max( ShieldHealth - Damage, 0 );
|
|
}
|
|
|
|
// Shield health depleted, break shield
|
|
if( ShieldHealth == 0 )
|
|
{
|
|
ShieldHealthPctByte = 0;
|
|
}
|
|
else
|
|
{
|
|
ShieldHealthPctByte = FloatToByte( fClamp(ShieldHealth / ShieldHealthMax, 0.f, 1.f) );
|
|
}
|
|
|
|
// Update color based on percentage of health remaining
|
|
UpdateShieldColor();
|
|
|
|
// Need to ensure shield gets broken on dedicated servers
|
|
if( WorldInfo.NetMode == NM_DedicatedServer && bInHuntAndHealMode && ShieldHealthPctByte == 0 )
|
|
{
|
|
BreakShield();
|
|
}
|
|
}
|
|
|
|
/** Breaks the shield */
|
|
simulated function BreakShield()
|
|
{
|
|
if( Role == ROLE_Authority )
|
|
{
|
|
// Cancel any flee in progress
|
|
if( MyHansController != none )
|
|
{
|
|
MyHansController.CancelFlee();
|
|
}
|
|
|
|
// Cancel hunt and heal mode
|
|
SetHuntAndHealMode( false );
|
|
|
|
// Cancel any active special moves
|
|
if( IsDoingSpecialMove() )
|
|
{
|
|
EndSpecialMove();
|
|
}
|
|
|
|
// Knock down
|
|
Knockdown( Velocity != vect(0,0,0) ? -Velocity*2 : 3*(-vector(Rotation) * GroundSpeed), vect(1,1,1),,,,, Location );
|
|
}
|
|
}
|
|
|
|
/** Can we frenzy attack in this phase */
|
|
function bool CanFrenzyInThisPhase()
|
|
{
|
|
return BattlePhases[CurrentBattlePhase-1].bCanFrenzy;
|
|
}
|
|
|
|
/** If true Hans will favor sprinting in this phase. Even if it's false he may sprint under certain circumstances, but when it's true he'll try and sprint almost all the time */
|
|
function bool DesireSprintingInThisPhase()
|
|
{
|
|
return BattlePhases[CurrentBattlePhase-1].bSprintingBehavior;
|
|
}
|
|
|
|
/** Called by PawnAnimInfo when determining whether an attack with bSpecializedMode TRUE can be performed */
|
|
function bool ShouldPlaySpecialMeleeAnims()
|
|
{
|
|
// make all of Han's melee attacks available when he can frenzy
|
|
return CanFrenzyInThisPhase();
|
|
}
|
|
|
|
/** Only allow blocking when in melee */
|
|
function bool CanBlock()
|
|
{
|
|
return !bGunsEquipped && !bInHuntAndHealMode && super.CanBlock();
|
|
}
|
|
|
|
/** Has the offensive grenade cooldown time elapsed */
|
|
function bool OffensiveGrenadeCooldownComplete()
|
|
{
|
|
if( LastOffensiveNadeTime == 0 || `TimeSince(LastOffensiveNadeTime) > GlobalOffensiveNadeCooldown )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/** Can we toss nerve gas in this phase */
|
|
function bool CanTossNerveGasInThisPhase()
|
|
{
|
|
if( BattlePhases[CurrentBattlePhase -1].bCanTossNerveGas && !bInHuntAndHealMode
|
|
&& `TimeSince(LastNerveGasTossTime) > 0 && `TimeSince(LastNerveGasTossTime) > NerveGasTossCooldown
|
|
&& OffensiveGrenadeCooldownComplete() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/** Can we barrage nerve gas in this phase */
|
|
function bool CanBarrageNerveGasInThisPhase()
|
|
{
|
|
if( BattlePhases[CurrentBattlePhase -1].bCanBarrageNerveGas && !bInHuntAndHealMode
|
|
&& `TimeSince(LastNerveGasBarrageTime) > 0 && `TimeSince(LastNerveGasBarrageTime) > NerveGasBarrageCooldown
|
|
&& OffensiveGrenadeCooldownComplete() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/** Can we use guns in this phase */
|
|
function bool CanUseGunsInThisPhase()
|
|
{
|
|
return BattlePhases[CurrentBattlePhase -1].bCanUseGuns;
|
|
}
|
|
|
|
/** Can we do a standard grenade toss in this phase */
|
|
function bool CanTossGrenadeInThisPhase()
|
|
{
|
|
if( BattlePhases[CurrentBattlePhase -1].bCanTossGrenade && !bInHuntAndHealMode
|
|
&& `TimeSince(LastHENadeTossTime) > 0 && `TimeSince(LastHENadeTossTime) > HENadeTossCooldown
|
|
&& OffensiveGrenadeCooldownComplete() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/** Can we do a grenade barrage in this phase */
|
|
function bool CanGrenadeBarrageInThisPhase()
|
|
{
|
|
if( BattlePhases[CurrentBattlePhase -1].bCanBarrageGrenades && !bInHuntAndHealMode
|
|
&& `TimeSince(LastHENadeBarrageTime) > 0 && `TimeSince(LastHENadeBarrageTime) > HENadeBarrageCooldown
|
|
&& OffensiveGrenadeCooldownComplete() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/** Can we do a regular smoke toss in this phase */
|
|
function bool CanSmokeTossInThisPhase()
|
|
{
|
|
return bInHuntAndHealMode && `TimeSince(LastSmokeTossTime) > 0 && `TimeSince(LastSmokeTossTime) > SmokeTossCooldown;
|
|
}
|
|
|
|
/** Return true if busy throwing grenade(s) or using AICommand_ThrowGrenade */
|
|
function bool IsThrowingGrenade()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
/** Implemented in subclass, put here to be accessible from KFGame.u */
|
|
function bool CacheGrenadeThrowLocation( optional bool bLeftHand )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
function SetActiveGrenadeClassGrenade()
|
|
{
|
|
ActiveGrenadeClass=ExplosiveGrenadeClass;
|
|
}
|
|
|
|
function SetActiveGrenadeClassSmoke()
|
|
{
|
|
ActiveGrenadeClass=SmokeGrenadeClass;
|
|
}
|
|
|
|
function SetActiveGrenadeClassNerveGas()
|
|
{
|
|
ActiveGrenadeClass=NerveGasGrenadeClass;
|
|
}
|
|
|
|
/** Returns TRUE if all conditions are met to allow movement while throwing grenades */
|
|
simulated function bool CanMoveWhileThrowingGrenades()
|
|
{
|
|
local KFGameReplicationInfo KFGRI;
|
|
|
|
// See if this battle phase allows it
|
|
KFGRI = KFGameReplicationInfo( WorldInfo.GRI );
|
|
if( KFGRI != none && BattlePhases[CurrentBattlePhase-1].bCanMoveWhileThrowingGrenades[KFGRI.GetModifiedGameDifficulty()] )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return bInHuntAndHealMode || LocalIsOnePlayerLeftInTeamGame();
|
|
}
|
|
|
|
function PlayDrawGunsDialog()
|
|
{
|
|
`DialogManager.PlayHansDrawGunsDialog( self );
|
|
}
|
|
|
|
function PlayGrenadeDialog( bool bBarrage )
|
|
{
|
|
switch( ActiveGrenadeClass )
|
|
{
|
|
case ExplosiveGrenadeClass:
|
|
`DialogManager.PlayHansNadeDialog( self, bBarrage );
|
|
break;
|
|
|
|
case SmokeGrenadeClass:
|
|
`DialogManager.PlayHansSmokeDialog( self, false );
|
|
break;
|
|
|
|
case NerveGasGrenadeClass:
|
|
`DialogManager.PlayHansGasDialog( self, bBarrage );
|
|
break;
|
|
};
|
|
}
|
|
|
|
/** Sets variables related to "hunt and heal" mode */
|
|
simulated function SetHuntAndHealMode( bool bOn )
|
|
{
|
|
local KFGameInfo KFGI;
|
|
local float HealthMod;
|
|
local float HeadHealthMod;
|
|
|
|
bInHuntAndHealMode = bOn;
|
|
|
|
if( Role == ROLE_Authority )
|
|
{
|
|
if( bInHuntAndHealMode )
|
|
{
|
|
SetTimer(0.25f, true, nameof(HuntAndHealBump));
|
|
|
|
// Use health/player count to scale shield health
|
|
HealthMod = 1.f;
|
|
KFGI = KFGameInfo( WorldInfo.Game );
|
|
if( KFGI != none )
|
|
{
|
|
KFGI.DifficultyInfo.GetAIHealthModifier(
|
|
self,
|
|
KFGI.GetModifiedGameDifficulty(),
|
|
KFGI.GetLivingPlayerCount(),
|
|
HealthMod,
|
|
HeadHealthMod );
|
|
}
|
|
|
|
// Initialize shield health
|
|
ShieldHealthMax = BattlePhases[CurrentBattlePhase-1].MaxShieldHealth[WorldInfo.Game.GetModifiedGameDifficulty()] * HealthMod * ShieldHealthScale;
|
|
ShieldHealth = ShieldHealthMax;
|
|
UpdateShieldHealth();
|
|
|
|
// Initialize bump variables
|
|
NumHuntAndHealEnemyBumps = 0;
|
|
LastHuntAndHealEnemyBumpTime = WorldInfo.TimeSeconds;
|
|
|
|
// Stumble
|
|
if( IsDoingSpecialMove() )
|
|
{
|
|
EndSpecialMove();
|
|
}
|
|
DoSpecialMove( SM_Stumble,,, class'KFSM_Stumble'.static.PackBodyHitSMFlags(self, vector(Rotation)) );
|
|
|
|
// Inform AI of phase change
|
|
if( MyHansController != none )
|
|
{
|
|
MyHansController.NextBattlePhase();
|
|
}
|
|
|
|
// Increment battle phase
|
|
IncrementBattlePhase();
|
|
}
|
|
else
|
|
{
|
|
ClearTimer(nameof(HuntAndHealBump));
|
|
|
|
`DialogManager.PlayHansBattlePhaseDialog( self, CurrentBattlePhase );
|
|
}
|
|
}
|
|
|
|
if( !bOn )
|
|
{
|
|
bHealedThisPhase = false;
|
|
SetTimer( 0.1, false, nameOf(Timer_ResetShieldHealthPct) );
|
|
}
|
|
}
|
|
|
|
function SetShieldScale(float InScale)
|
|
{
|
|
ShieldHealthScale = InScale;
|
|
}
|
|
|
|
/** Sets shield health pct back to 0 for next phase */
|
|
function Timer_ResetShieldHealthPct()
|
|
{
|
|
ShieldHealthPctByte = 0;
|
|
}
|
|
|
|
/** Returns the amount that Hans should heal for this phase */
|
|
function float GetHealAmountForThisPhase()
|
|
{
|
|
return float(HealthMax) * BattlePhases[CurrentBattlePhase-2].HealAmounts[WorldInfo.Game.GetModifiedGameDifficulty()];
|
|
}
|
|
|
|
/** Summons boss minions depending on difficulty and battle phase */
|
|
function SummonMinions()
|
|
{
|
|
local int Skill;
|
|
local int DifficultyIndex;
|
|
local KFAIWaveInfo MinionWave;
|
|
local KFAISpawnManager SpawnManager;
|
|
local KFGameInfo MyKFGameInfo;
|
|
|
|
MyKFGameInfo = KFGameInfo( WorldInfo.Game );
|
|
|
|
if( MyHansController != none )
|
|
{
|
|
Skill = MyHansController.Skill;
|
|
}
|
|
|
|
// Determine which summon squad to spawn by difficulty
|
|
if( Skill == class'KFGameDifficultyInfo'.static.GetDifficultyValue(0) ) // Normal
|
|
{
|
|
DifficultyIndex = 0;
|
|
}
|
|
else if( Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(1) ) // Hard
|
|
{
|
|
DifficultyIndex = 1;
|
|
}
|
|
else if( Skill <= class'KFGameDifficultyInfo'.static.GetDifficultyValue(2) ) // Suicidal
|
|
{
|
|
DifficultyIndex = 2;
|
|
}
|
|
else // Hell on Earth
|
|
{
|
|
DifficultyIndex = 3;
|
|
}
|
|
|
|
// Force frustration mode on
|
|
MyKFGameInfo.GetAIDirector().bForceFrustration = true;
|
|
|
|
// Spawn our minions
|
|
MinionWave = GetWaveInfo(CurrentBattlePhase, DifficultyIndex);
|
|
SpawnManager = MyKFGameInfo.SpawnManager;
|
|
if ( MinionWave != none && SpawnManager != none )
|
|
{
|
|
SpawnManager.SummonBossMinions( MinionWave.Squads, GetNumMinionsToSpawn() );
|
|
}
|
|
}
|
|
|
|
/** Used to clear DOTs, such as when Hans is healing */
|
|
simulated function ClearDOTs()
|
|
{
|
|
DamageOverTimeArray.Length = 0;
|
|
}
|
|
|
|
/** If Hans repeatedly bumps into players during his hunt and heal phase, just heal */
|
|
simulated event Bump( Actor Other, PrimitiveComponent OtherComp, Vector HitNormal )
|
|
{
|
|
local KFPawn KFP;
|
|
|
|
if( !bGunsEquipped )
|
|
{
|
|
if( Role == ROLE_Authority && bInHuntAndHealMode && MyHansController != none && NumHuntAndHealEnemyBumps >= 0 && !IsDoingSpecialMove()
|
|
&& Other.GetTeamNum() != GetTeamNum() && MyHansController.FindCommandOfClass(class'AICommand_Attack_Grab') == none )
|
|
{
|
|
KFP = KFPawn( Other );
|
|
if( KFP != none )
|
|
{
|
|
if( `TimeSince(LastHuntAndHealEnemyBumpTime) > 1.f )
|
|
{
|
|
++NumHuntAndHealEnemyBumps;
|
|
LastHuntAndHealEnemyBumpTime = WorldInfo.TimeSeconds;
|
|
|
|
// If we've bumped into players enough times, just heal off of them
|
|
if( NumHuntAndHealEnemyBumps > 0 )
|
|
{
|
|
NumHuntAndHealEnemyBumps = -1;
|
|
MyHansController.CancelFlee( false );
|
|
MyKFAIC.DoGrabAttack( KFP );
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
super.Bump( Other, OtherComp, HitNormal );
|
|
}
|
|
|
|
// Knock other zeds the heck out of the way when I want to attack my enemy!!!
|
|
function HuntAndHealBump()
|
|
{
|
|
local KFPawn_Monster KFPM;
|
|
local vector ClosestPoint;
|
|
local float ClosestDist;
|
|
|
|
if( MyKFAIC == none || MyKFAIC.Enemy == none /*|| IsDoingSpecialMove(SM_GrappleAttack)*/
|
|
|| VSizeSq(Location - MyKFAIC.Enemy.Location) > 250000 ) // 5 meters
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach WorldInfo.AllPawns( class'KFPawn_Monster', KFPM, Location, 300.f )
|
|
{
|
|
// Heavy bump guys that are between us and our prey!
|
|
if( KFPM != self && KFPM.IsAliveAndWell() )
|
|
{
|
|
ClosestDist = PointDistToSegment(KFPM.Location, Location, MyKFAIC.Enemy.Location, ClosestPoint);
|
|
|
|
if( ClosestDist < GetCollisionRadius() * 1.5 )
|
|
{
|
|
MyKFAIC.DoHeavyZedBump(KFPM, Normal(KFPM.Location - Location));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** returns whether we need to turn to fire at the specified location and angle*/
|
|
function bool NeedToTurnEx(vector targ, optional float Angle = 0.93)
|
|
{
|
|
local vector LookDir, AimDir;
|
|
|
|
LookDir = Vector(Rotation);
|
|
LookDir.Z = 0;
|
|
LookDir = Normal(LookDir);
|
|
AimDir = targ - Location;
|
|
AimDir.Z = 0;
|
|
AimDir = Normal(AimDir);
|
|
|
|
return ((LookDir Dot AimDir) < Angle);
|
|
}
|
|
|
|
/** AnimNotify which starts during Hans's AoE melee attack */
|
|
simulated function ANIMNOTIFY_AoENerveGas(){}
|
|
|
|
/** Overridden to prevent blood while invulnerable */
|
|
simulated function ApplyBloodDecals(int HitZoneIndex, vector HitLocation, vector HitDirection, name HitZoneName, name HitBoneName, class<KFDamageType> DmgType, bool bIsDismemberingHit, bool bWasObliterated)
|
|
{
|
|
if( !bInHuntAndHealMode )
|
|
{
|
|
super.ApplyBloodDecals( HitZoneIndex, HitLocation, HitDirection, HitZoneName, HitBoneName, DmgType, bIsDismemberingHit, bWasObliterated );
|
|
}
|
|
|
|
// else do nothing, leave no blood because hans is mostly invulnerable
|
|
}
|
|
|
|
/** Updates the color of the shield based on its health */
|
|
simulated function UpdateShieldColor();
|
|
|
|
/** Detaches the shield PSC */
|
|
simulated function DetachShieldFX();
|
|
|
|
DefaultProperties
|
|
{
|
|
ShieldHealthScale=1.f
|
|
}
|