metaforce/Runtime/MP1/World/CWarWasp.hpp

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#pragma once
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#include "World/CPatterned.hpp"
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#include "World/CPathFindSearch.hpp"
#include "Weapon/CProjectileInfo.hpp"
#include "Collision/CCollidableSphere.hpp"
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namespace urde {
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class CDamageInfo;
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namespace MP1 {
class CWarWasp : public CPatterned {
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s32 x568_stateProg = -1;
CCollidableSphere x570_cSphere;
CPathFindSearch x590_pfSearch;
TUniqueId x674_aiMgr = kInvalidUniqueId;
zeus::CVector3f x678_targetPos;
CDamageInfo x684_;
zeus::CQuaternion x6a0_initialRot;
zeus::CVector3f x6b0_circleBurstPos;
zeus::CVector3f x6bc_circleBurstDir;
zeus::CVector3f x6c8_circleBurstRight;
CProjectileInfo x6d4_projectileInfo;
float x6fc_initialSpeed = x3b4_speed;
float x700_attackRemTime = 0.f;
pas::EStepDirection x704_dodgeDir = pas::EStepDirection::Invalid;
s32 x708_circleAttackTeam = -1;
s32 x70c_initialCircleAttackTeam = -1;
s32 x710_initialCircleAttackTeamUnit = -1;
float x714_circleTelegraphSeekHeight = 0.f;
float x718_circleBurstOffTotemAngle = zeus::degToRad(90.f);
TLockedToken<CGenDescription> x71c_projectileVisorParticle; // Used to be optional
u16 x72c_projectileVisorSfx;
union {
struct {
bool x72e_24_jumpBackRepeat : 1;
bool x72e_25_canApplyDamage : 1;
bool x72e_26_initiallyInactive : 1;
bool x72e_27_teamMatesMelee : 1;
bool x72e_28_inProjectileAttack : 1;
bool x72e_29_pathObstructed : 1;
bool x72e_30_isRetreating : 1;
bool x72e_31_heardNoise : 1;
};
u32 _dummy = 0;
};
void SwarmAdd(CStateManager& mgr);
void SwarmRemove(CStateManager& mgr);
void ApplyDamage(CStateManager& mgr);
void SetUpCircleBurstWaypoint(CStateManager& mgr);
zeus::CVector3f GetProjectileAimPos(CStateManager& mgr, float zBias);
zeus::CVector3f GetCloseInPos(const CStateManager& mgr, const zeus::CVector3f& aimPos) const;
float GetCloseInZBasis(const CStateManager& mgr) const;
void SetUpPathFindBehavior(CStateManager& mgr);
s32 GetAttackTeamSize(CStateManager& mgr, s32 team);
float CalcTimeToNextAttack(CStateManager& mgr);
float CalcOffTotemAngle(CStateManager& mgr);
void JoinCircleAttackTeam(s32 unit, CStateManager& mgr);
void SetUpCircleTelegraphTeam(CStateManager& mgr);
TUniqueId GetAttackTeamLeader(CStateManager& mgr, s32 team);
void TryCircleTeamMerge(CStateManager& mgr);
float GetTeamZStratum(s32 team);
float CalcSeekMagnitude(CStateManager& mgr);
void UpdateTelegraphMoveSpeed(CStateManager& mgr);
bool CheckCircleAttackSpread(CStateManager& mgr, s32 team);
void ApplyNormalSteering(CStateManager& mgr);
void ApplySeparationBehavior(CStateManager& mgr, float sep);
bool PathToHiveIsClear(CStateManager& mgr);
bool SteerToDeactivatePos(CStateManager& mgr, EStateMsg msg, float dt);
zeus::CVector3f CalcShuffleDest(CStateManager& mgr);
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public:
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DEFINE_PATTERNED(WarWasp)
CWarWasp(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
CModelData&& mData, const CPatternedInfo& pInfo, CPatterned::EFlavorType flavor, CPatterned::EColliderType,
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const CDamageInfo& dInfo1, const CActorParameters&, CAssetId projectileWeapon,
const CDamageInfo& projectileDamage, CAssetId projectileVisorParticle, u32 projecileVisorSfx);
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void Accept(IVisitor& visitor);
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void Think(float dt, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
std::optional<zeus::CAABox> GetTouchBounds() const;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
const CCollisionPrimitive* GetCollisionPrimitive() const;
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
bool IsListening() const;
bool Listen(const zeus::CVector3f&, EListenNoiseType);
zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role, const zeus::CVector3f& aimPos) const;
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void UpdateTouchBounds();
bool IsRetreating() const { return x72e_30_isRetreating; }
void Patrol(CStateManager&, EStateMsg, float);
void PathFind(CStateManager& mgr, EStateMsg msg, float dt);
void TargetPatrol(CStateManager&, EStateMsg, float);
void Generate(CStateManager&, EStateMsg, float);
void Deactivate(CStateManager&, EStateMsg, float);
void Attack(CStateManager&, EStateMsg, float);
void JumpBack(CStateManager&, EStateMsg, float);
void Shuffle(CStateManager&, EStateMsg, float);
void ProjectileAttack(CStateManager&, EStateMsg, float);
void TelegraphAttack(CStateManager&, EStateMsg, float);
void Dodge(CStateManager&, EStateMsg, float);
void Retreat(CStateManager&, EStateMsg, float);
void SpecialAttack(CStateManager&, EStateMsg, float);
bool InAttackPosition(CStateManager&, float);
bool Leash(CStateManager&, float);
bool PathShagged(CStateManager&, float);
bool AnimOver(CStateManager&, float);
bool ShouldAttack(CStateManager&, float);
bool InPosition(CStateManager&, float);
bool ShouldTurn(CStateManager&, float);
bool HearShot(CStateManager&, float);
bool ShouldFire(CStateManager&, float);
bool ShouldDodge(CStateManager&, float);
bool ShouldSpecialAttack(CStateManager&, float);
CPathFindSearch* GetSearchPath();
CProjectileInfo* GetProjectileInfo();
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};
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} // namespace MP1
} // namespace urde