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Implement CWarWasp
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@@ -1,19 +1,122 @@
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#pragma once
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#include "World/CPatterned.hpp"
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#include "World/CPathFindSearch.hpp"
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#include "Weapon/CProjectileInfo.hpp"
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#include "Collision/CCollidableSphere.hpp"
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namespace urde {
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class CDamageInfo;
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namespace MP1 {
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class CWarWasp : public CPatterned {
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s32 x568_stateProg = -1;
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CCollidableSphere x570_cSphere;
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CPathFindSearch x590_pfSearch;
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TUniqueId x674_aiMgr = kInvalidUniqueId;
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zeus::CVector3f x678_targetPos;
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CDamageInfo x684_;
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zeus::CQuaternion x6a0_initialRot;
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zeus::CVector3f x6b0_circleBurstPos;
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zeus::CVector3f x6bc_circleBurstDir;
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zeus::CVector3f x6c8_circleBurstRight;
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CProjectileInfo x6d4_projectileInfo;
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float x6fc_initialSpeed = x3b4_speed;
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float x700_attackRemTime = 0.f;
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pas::EStepDirection x704_dodgeDir = pas::EStepDirection::Invalid;
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s32 x708_circleAttackTeam = -1;
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s32 x70c_initialCircleAttackTeam = -1;
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s32 x710_initialCircleAttackTeamUnit = -1;
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float x714_circleTelegraphSeekHeight = 0.f;
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float x718_circleBurstOffTotemAngle = zeus::degToRad(90.f);
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TLockedToken<CGenDescription> x71c_projectileVisorParticle; // Used to be optional
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u16 x72c_projectileVisorSfx;
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union {
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struct {
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bool x72e_24_jumpBackRepeat : 1;
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bool x72e_25_canApplyDamage : 1;
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bool x72e_26_initiallyInactive : 1;
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bool x72e_27_teamMatesMelee : 1;
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bool x72e_28_inProjectileAttack : 1;
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bool x72e_29_pathObstructed : 1;
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bool x72e_30_isRetreating : 1;
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bool x72e_31_heardNoise : 1;
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};
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u32 _dummy = 0;
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};
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void SwarmAdd(CStateManager& mgr);
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void SwarmRemove(CStateManager& mgr);
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void ApplyDamage(CStateManager& mgr);
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void SetUpCircleBurstWaypoint(CStateManager& mgr);
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zeus::CVector3f GetProjectileAimPos(CStateManager& mgr, float zBias);
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zeus::CVector3f GetCloseInPos(const CStateManager& mgr, const zeus::CVector3f& aimPos) const;
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float GetCloseInZBasis(const CStateManager& mgr) const;
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void SetUpPathFindBehavior(CStateManager& mgr);
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s32 GetAttackTeamSize(CStateManager& mgr, s32 team);
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float CalcTimeToNextAttack(CStateManager& mgr);
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float CalcOffTotemAngle(CStateManager& mgr);
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void JoinCircleAttackTeam(s32 unit, CStateManager& mgr);
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void SetUpCircleTelegraphTeam(CStateManager& mgr);
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TUniqueId GetAttackTeamLeader(CStateManager& mgr, s32 team);
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void TryCircleTeamMerge(CStateManager& mgr);
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float GetTeamZStratum(s32 team);
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float CalcSeekMagnitude(CStateManager& mgr);
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void UpdateTelegraphMoveSpeed(CStateManager& mgr);
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bool CheckCircleAttackSpread(CStateManager& mgr, s32 team);
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void ApplyNormalSteering(CStateManager& mgr);
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void ApplySeparationBehavior(CStateManager& mgr, float sep);
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bool PathToHiveIsClear(CStateManager& mgr);
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bool SteerToDeactivatePos(CStateManager& mgr, EStateMsg msg, float dt);
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zeus::CVector3f CalcShuffleDest(CStateManager& mgr);
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public:
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DEFINE_PATTERNED(WarWasp)
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CWarWasp(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const CPatternedInfo& pInfo, CPatterned::EFlavorType flavor, CPatterned::EColliderType,
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const CDamageInfo& dInfo1, const CActorParameters&, CAssetId weapon, const CDamageInfo& dInfo2,
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CAssetId particle, u32 w3);
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const CDamageInfo& dInfo1, const CActorParameters&, CAssetId projectileWeapon,
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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);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
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std::experimental::optional<zeus::CAABox> GetTouchBounds() const;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
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const CCollisionPrimitive* GetCollisionPrimitive() const;
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void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
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bool IsListening() const;
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bool Listen(const zeus::CVector3f&, EListenNoiseType);
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zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role,
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const zeus::CVector3f& aimPos) const;
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void UpdateTouchBounds();
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bool IsRetreating() const { return x72e_30_isRetreating; }
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void Patrol(CStateManager&, EStateMsg, float);
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void PathFind(CStateManager& mgr, EStateMsg msg, float dt);
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void TargetPatrol(CStateManager&, EStateMsg, float);
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void Generate(CStateManager&, EStateMsg, float);
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void Deactivate(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void JumpBack(CStateManager&, EStateMsg, float);
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void Shuffle(CStateManager&, EStateMsg, float);
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void ProjectileAttack(CStateManager&, EStateMsg, float);
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void TelegraphAttack(CStateManager&, EStateMsg, float);
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void Dodge(CStateManager&, EStateMsg, float);
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void Retreat(CStateManager&, EStateMsg, float);
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void SpecialAttack(CStateManager&, EStateMsg, float);
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bool InAttackPosition(CStateManager&, float);
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bool Leash(CStateManager&, float);
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bool PathShagged(CStateManager&, float);
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bool AnimOver(CStateManager&, float);
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bool ShouldAttack(CStateManager&, float);
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bool InPosition(CStateManager&, float);
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bool ShouldTurn(CStateManager&, float);
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bool HearShot(CStateManager&, float);
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bool ShouldFire(CStateManager&, float);
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bool ShouldDodge(CStateManager&, float);
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bool ShouldSpecialAttack(CStateManager&, float);
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CPathFindSearch* GetSearchPath();
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CProjectileInfo* GetProjectileInfo();
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};
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} // namespace MP1
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} // namespace urde
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