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class Tank extends TreadVehicle placeable native; const DRIVER_INDEX = 0; const GUNNER_INDEX = 1; cpptext { virtual FVector GetViewDirection(); void TickAuthoritative(float deltaSeconds); } var vector cannonOffset; var vector turretOffset; var rotator cannonWorldSpaceNoRollRotation; var rotator cannonVehicleSpaceRotation; var (Tank) float cannonMinimumPitch; var (Tank) float cannonMaximumPitch; var float boostAvailableTime; var (Tank) float timeBetweenBoosts; var (Tank) float boostAngle; var (Tank) float boostStrength; var (Tank) float boostUpStrength; var (Tank) float boostUpDuration; var bool boostInProgress; var float boostSecondStageTime; var VehicleMountedTurret turret; var class<VehicleMountedTurret> turretClass; var name turretBone; var (Tank) vector gunnerCameraOffset; var (Tank) vector gunnerWeaponOffset; var (Tank) class<Weapon> gunnerWeaponClass; var (Tank) float gunnerMaximumPitch; var (Tank) float gunnerMinimumPitch; var (Tank) float gunnerClientTurnRate; var (Tank) float gunnerAITurnRate; var (Tank) float cannonAITurnRate; var (Tank) float cannonClientTurnRate; var rotator cannonTargetRotation; var rotator cannonDisplayVehicleSpaceRotation; var bool localBoostEventSignal; var bool boostEventSignal; var const bool gripping; var bool bCanHitTarget; var rotator currentViewRotation; var int boostChannel; var float boostOpenAnimationLength; var bool openAnimationPlayed; var bool closeAnimationPlayed; var float boostCloseTime; var (Tank) float boostEffectDuration; var int gripAnimationChannel; var name gripAnimation; var (Tank) float gripAnimationBlendTime; var (Tank) float landingEffectAirTime; var int landingChannel; var float lastTreadContactTime; var int throttleForwardAndGroundContactIndex; replication { reliable if (!bNetOwner && Role == ROLE_Authority) cannonVehicleSpaceRotation; reliable if (Role == ROLE_Authority) boostEventSignal; } simulated native function setGripping(bool grippingEnabled); simulated function initialiseEffects() { super.initialiseEffects(); addEffect('throttleForwardAndGroundContact', false, throttleForwardAndGroundContactIndex); } simulated function bool isEffectCauserActive(int effectCauserIndex) { switch (effectCauserIndex) { case throttleForwardAndGroundContactIndex: return (ThrottleInput > 0) && (leftTreadContact || rightTreadContact); } return super.isEffectCauserActive(effectCauserIndex); } simulated event PostNetBeginPlay() { Super.PostNetBeginPlay(); turretOffset = getBoneCoords('tankTurret', true).origin - Location; turretOffset = turretOffset << Rotation; cannonOffset = getBoneCoords('cannon', true).origin - Location - turretOffset; // initialise vehicle position data // ... gunner if (Level.NetMode != NM_Client) { // ... turret turret = spawn(turretClass, self, , getBoneCoords(turretBone, true).origin, rotation); assert(turret != None); turret.SetBase(self); turret.setTeam(team()); positions[GUNNER_INDEX].toBePossessed = turret; turret.initialise(gunnerWeaponClass, turretBone, gunnerMaximumPitch, gunnerMinimumPitch, false, 0, 0, true, gunnerClientTurnRate, gunnerAITurnRate); } positions[GUNNER_INDEX].firstPersonCameraLocation = gunnerCameraOffset; positions[GUNNER_INDEX].firstPersonWeaponLocation = gunnerWeaponOffset; // init AI initGunnerAI( GUNNER_INDEX ); // setup boost animation channel AnimBlendParams(2, 1); boostOpenAnimationLength = GetAnimLength('jetopen'); } simulated function PostNetReceive() { super.PostNetReceive(); // handle the boost effect if (boostEventSignal != localBoostEventSignal) { TriggerEffectEvent('TankBoost'); localBoostEventSignal = boostEventSignal; boostAvailableTime = Level.TimeSeconds + timeBetweenBoosts; boostCloseTime = Level.TimeSeconds + boostEffectDuration; closeAnimationPlayed = false; } } simulated function Material getTeamSkin() { if (m_team != None) return m_team.tankSkin; return None; } simulated function getThirdPersonEquippableAttachment(Equippable subject, out Rook attachTo, out name boneName) { attachTo = self; boneName = 'cannon'; } function vector getProjectileSpawnLocation() { local vector workLocation; local rotator workRotation; // cannot simply do a getBoneCoords here becuase this code will needs to run on dedicated server workLocation = driverWeapon.projectileSpawnOffset; workRotation = cannonDisplayVehicleSpaceRotation; workRotation.Yaw = 0; workLocation = (workLocation >> workRotation); workLocation += cannonOffset; workRotation = cannonDisplayVehicleSpaceRotation; workRotation.Pitch = 0; workLocation = (workLocation >> workRotation); workLocation += turretOffset; workLocation = (workLocation >> Rotation); workLocation += Location; return workLocation; } simulated function applyOutput() { local vector boostImpulse; super.applyOutput(); // boost processing if (Role == ROLE_Authority && Level.TimeSeconds > boostAvailableTime && ThrustInput > 0.5) { // apply first stage boostImpulse = vect(0, 0, 1); boostImpulse *= boostUpStrength; HavokImpartCOMImpulse(boostImpulse); boostCloseTime = Level.TimeSeconds + boostEffectDuration; closeAnimationPlayed = false; // update boost available time boostAvailableTime = Level.TimeSeconds + timeBetweenBoosts; boostSecondStageTime = Level.TimeSeconds + boostUpDuration; boostInProgress = true; // effect processing boostEventSignal = !boostEventSignal; TriggerEffectEvent('TankBoost'); } } simulated function playerMoveProcessing(float deltaTime) { super.playerMoveProcessing(deltaTime); } simulated function rotator getViewRotation() { // AI case if (controller != None && !controller.bIsPlayer) return QuatToRotator(QuatProduct(QuatFromRotator(cannonDisplayVehicleSpaceRotation), QuatFromRotator(rotation))); return currentViewRotation; } function setViewRotation(Rotator r) { cannonTargetRotation = r; } simulated function tick(float deltaSeconds) { local rotator workRotation; local PlayerCharacterController playerController; local PlayerCharacterController.DynamicTurretRotationProcessingOutput output; local vector boostImpulse; super.tick(deltaSeconds); // In the following code the player driving the tank uses his rotation which may not be the exact same rotation the server currently // has. Is the reduced latency offered by the technique a overcome the inaccuracy introduced? // if we are the server or the player controlling the tank update the cannon rotation based on the controller rotation playerController = PlayerCharacterController(controller); if ((driverWeapon != None) && // player case ((playerController != None) && ((Level.GetLocalPlayerController() == playerController) || (ROLE >= ROLE_Authority))) || // ai case ((controller != None) && (!controller.bIsPlayer)) ) { if (controller.bIsPlayer) currentViewRotation = playerController.Rotation; else currentViewRotation = cannonTargetRotation; // position turret based on raw rotation output = class'PlayerCharacterController'.static.dynamicTurretRotationProcessing(currentViewRotation, Rotation, cannonMinimumPitch, cannonMaximumPitch, false); cannonWorldSpaceNoRollRotation = output.worldSpaceNoRollRotation; cannonVehicleSpaceRotation = output.vehicleSpaceRotation; // aim adjust rotation if (controller.bIsPlayer) { currentViewRotation = getAimAdjustedViewRotation(playerController, getProjectileSpawnLocation(), driverIndex); output = class'PlayerCharacterController'.static.dynamicTurretRotationProcessing(currentViewRotation, Rotation, cannonMinimumPitch, cannonMaximumPitch, false); // if we are constrained do not aim adjust the rotation if (currentViewRotation != output.worldSpaceNoRollRotation) { bCanHitTarget = false; currentViewRotation = cannonWorldSpaceNoRollRotation; } else { bCanHitTarget = true; } } } // update cannon display rotation if ((playerController != None) && ((Level.GetLocalPlayerController() == playerController) || (ROLE >= ROLE_Authority))) { // authoritative player case cannonDisplayVehicleSpaceRotation = cannonVehicleSpaceRotation; } else if (controller != None && !controller.bIsPlayer) { // ai case cannonDisplayVehicleSpaceRotation = interpolateRotation(cannonDisplayVehicleSpaceRotation, cannonVehicleSpaceRotation, cannonAITurnRate, deltaSeconds); } else if (clientPositions[driverIndex].occupant != None) { // other client case cannonDisplayVehicleSpaceRotation = interpolateRotation(cannonDisplayVehicleSpaceRotation, cannonVehicleSpaceRotation, cannonClientTurnRate, deltaSeconds); } // rotate cannon // ... base workRotation = rot(0, 0, 0); workRotation.Pitch = cannonDisplayVehicleSpaceRotation.Yaw; setBoneDirection('tankturret', workRotation, , , 2); // ... barrel workRotation = rot(0, 0, 0); workRotation.Yaw = -cannonDisplayVehicleSpaceRotation.Pitch; if (driverWeapon != None) driverWeapon.setBoneDirection('tankgun', workRotation, , , 2); // gripping processing processing if (DiveInput) { if (!gripping) setGripping(true); } else { if (gripping) setGripping(false); } // boost processing if (Role == ROLE_Authority && boostInProgress && Level.TimeSeconds > boostSecondStageTime) { // apply second stage boostImpulse = vect(1, 0, 0) >> Rotation; boostImpulse.Z = 0; boostImpulse = Normal(boostImpulse); boostImpulse.Z = tan(boostAngle); boostImpulse = Normal(boostImpulse); boostImpulse *= boostStrength; HavokImpartCOMImpulse(boostImpulse); boostInProgress = false; } // boost animation if (Level.TimeSeconds + boostOpenAnimationLength > boostAvailableTime && !openAnimationPlayed) { PlayAnim('jetopen', , , boostChannel); openAnimationPlayed = true; } if (Level.TimeSeconds > boostCloseTime && !closeAnimationPlayed) { PlayAnim('jetclose', , , boostChannel); closeAnimationPlayed = true; openAnimationPlayed = false; } // check if need to play landing effect if (Level.TimeSeconds - lastTreadContactTime > landingEffectAirTime && (leftTreadContact || rightTreadContact) && !IsAnimating(landingChannel)) { PlayAnim('landing', , , landingChannel); TriggerEffectEvent('Landed'); } // update lastTreadContactTime if (leftTreadContact || rightTreadContact) lastTreadContactTime = Level.TimeSeconds; } simulated function rotator getAimAdjustedViewRotation(PlayerController pc, Vector fireLocation, int positionIndex) { local Vector startLocation; local Rotator workRotation; local Vector hitLocation; // calculate trace start as camera look at point workRotation = pc.rotation; workRotation.Roll = 0; if (!positions[positionIndex].lookAtInheritPitch) workRotation.Pitch = 0; startLocation = positions[positionIndex].toBePossessed.Location + (TPCameraLookat >> workRotation); driverWeapon.aimTrace(hitLocation, startLocation, Vector(pc.rotation)); return Rotator(hitLocation - fireLocation); } simulated event bool ShouldProjectileHit(Actor projInstigator) { // do not collide if it originated from us if (turret == projInstigator) return false; return super.ShouldProjectileHit(projInstigator); } simulated event destroyed() { // clean up stuff attached to the tank if (Level.NetMode != NM_Client) turret.destroy(); super.destroyed(); } simulated event Vector unifiedGetNaturalCOMPosition() { return Location; } defaultProperties { DrawType = DT_Mesh Mesh = SkeletalMesh'Vehicles.Tank' HavokDataClass = class'TankHavokData' positions(0)=(type=VP_DRIVER,hideOccupant=true,occupantControllerState=TribesPlayerDriving,thirdPersonCamera=true,lookAtInheritPitch=false) positions(1)=(type=VP_GUNNER,hideOccupant=true,occupantControllerState=PlayerVehicleTurreting,thirdPersonCamera=false) driverWeaponClass=class'TankWeapon' timeBetweenBoosts = 2 stayUprightEnabled = true stayUprightDamping = 0.9 stayUprightStrength = 30 boostAngle = 0.785 boostStrength = 5000000 boostUpStrength = 9000000 boostUpDuration = 1 cannonMaximumPitch = 10000 cannonMinimumPitch = -3000 turretBone = gunner gunnerMaximumPitch = 10000 gunnerMinimumPitch = -3000 gunnerClientTurnRate = 30000 turretClass = class'TankMountedTurret' gunnerWeaponClass = class'TankGunnerWeapon' bCollisionDamageEnabled = false gripping = false gunnerAITurnRate = 12000 motorClass = class'TankMotor' gunnerCameraOffset = (X=0,Y=0,Z=50) gunnerWeaponOffset = (X=0,Y=0,Z=25) maximumYawChange = 450 cannonAITurnRate = 12000 cannonClientTurnRate = 24000 stopForEnemies = false driveYawCoefficient = 0.1 cornerSlowDownSpeedCoefficient = 1000000 boostChannel = 2 boostEffectDuration = 0.5 closeAnimationPlayed = true gripAnimationChannel = 4 gripAnimation = ski gripAnimationBlendTime = 0.5 driveThrottleCoefficient = 0.13 minimumNavigationThrottle = 0.5 localizedName = "jump tank" landingChannel = 0 landingEffectAirTime = 1 retriggerEffectEvents = true bVehicleCameraTrace = true inverseCosUprightAngle = 0.85 } |
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