#pragma once #include "Runtime/Character/CBoneTracking.hpp" #include "Runtime/Collision/CCollisionActorManager.hpp" #include "Runtime/Collision/CJointCollisionDescription.hpp" #include "Runtime/MP1/World/CGrenadeLauncher.hpp" #include "Runtime/MP1/World/CShockWave.hpp" #include "Runtime/World/CActorParameters.hpp" #include "Runtime/World/CAnimationParameters.hpp" #include "Runtime/World/CPathFindSearch.hpp" #include "Runtime/World/CPatterned.hpp" namespace urde::MP1 { class CElitePirateData { private: float x0_tauntInterval; float x4_tauntVariance; float x8_; float xc_; float x10_attackChance; float x14_shotAtTime; float x18_shotAtTimeVariance; float x1c_projectileAttractionRadius; CAssetId x20_energyAbsorbParticleDescId; u16 x24_energyAbsorbSfxId; CActorParameters x28_launcherActParams; CAnimationParameters x90_launcherAnimParams; CAssetId x9c_launcherParticleGenDescId; u16 xa0_launcherSfxId; CAssetId xa4_grenadeModelId; CDamageInfo xa8_grenadeDamageInfo; float xc4_launcherHp; CAssetId xc8_grenadeElementGenDescId1; CAssetId xcc_grenadeElementGenDescId2; CAssetId xd0_grenadeElementGenDescId3; CAssetId xd4_grenadeElementGenDescId4; SGrenadeVelocityInfo xd8_grenadeVelocityInfo; SGrenadeTrajectoryInfo xe0_grenadeTrajectoryInfo; u32 xf0_grenadeNumBounces; u16 xf4_grenadeBounceSfxId; u16 xf6_grenadeExplodeSfxId; CAssetId xf8_shockwaveParticleDescId; CDamageInfo xfc_shockwaveDamageInfo; CAssetId x118_shockwaveWeaponDescId; u16 x11c_shockwaveElectrocuteSfxId; bool x11e_canCallForBackup; bool x11f_fastWhenAttractingEnergy; public: CElitePirateData(CInputStream&, u32 propCount); [[nodiscard]] float GetTauntInterval() const { return x0_tauntInterval; } [[nodiscard]] float GetTauntVariance() const { return x4_tauntVariance; } [[nodiscard]] float GetAttackChance() const { return x10_attackChance; } [[nodiscard]] float GetShotAtTime() const { return x14_shotAtTime; } [[nodiscard]] float GetShotAtTimeVariance() const { return x18_shotAtTimeVariance; } [[nodiscard]] float GetProjectileAttractionRadius() const { return x1c_projectileAttractionRadius; } [[nodiscard]] CAssetId GetEnergyAbsorbParticleDescId() const { return x20_energyAbsorbParticleDescId; } [[nodiscard]] u16 GetEnergyAbsorbSfxId() const { return x24_energyAbsorbSfxId; } [[nodiscard]] const CActorParameters& GetLauncherActParams() const { return x28_launcherActParams; } [[nodiscard]] const CAnimationParameters& GetLauncherAnimParams() const { return x90_launcherAnimParams; } [[nodiscard]] float GetLauncherHP() const { return xc4_launcherHp; } [[nodiscard]] const SGrenadeTrajectoryInfo& GetGrenadeTrajectoryInfo() const { return xe0_grenadeTrajectoryInfo; } [[nodiscard]] CAssetId GetShockwaveParticleDescId() const { return xf8_shockwaveParticleDescId; } [[nodiscard]] const CDamageInfo& GetShockwaveDamageInfo() const { return xfc_shockwaveDamageInfo; } [[nodiscard]] CAssetId GetShockwaveWeaponDescId() const { return x118_shockwaveWeaponDescId; } [[nodiscard]] u16 GetShockwaveElectrocuteSfxId() const { return x11c_shockwaveElectrocuteSfxId; } [[nodiscard]] bool CanCallForBackup() const { return x11e_canCallForBackup; } [[nodiscard]] bool IsFastWhenAttractingEnergy() const { return x11f_fastWhenAttractingEnergy; } [[nodiscard]] SBouncyGrenadeData GetBouncyGrenadeData() const { return { xd8_grenadeVelocityInfo, xa8_grenadeDamageInfo, xc8_grenadeElementGenDescId1, xcc_grenadeElementGenDescId2, xd0_grenadeElementGenDescId3, xd4_grenadeElementGenDescId4, xf0_grenadeNumBounces, xf4_grenadeBounceSfxId, xf6_grenadeExplodeSfxId, }; } [[nodiscard]] SGrenadeLauncherData GetGrenadeLauncherData() const { return { GetBouncyGrenadeData(), xa4_grenadeModelId, x9c_launcherParticleGenDescId, xa0_launcherSfxId, xe0_grenadeTrajectoryInfo, }; } }; class CElitePirate : public CPatterned { protected: enum class EState { Invalid = -1, Zero = 0, One = 1, Two = 2, Over = 3, }; private: struct SPositionHistory { private: float x0_magSquared; rstl::reserved_vector x4_values; public: explicit SPositionHistory(float mag) : x0_magSquared(mag * mag) {} zeus::CVector3f GetValue(const zeus::CVector3f& pos, const zeus::CVector3f& face); void AddValue(const zeus::CVector3f& pos); void Clear() { x4_values.clear(); } }; EState x568_state = EState::Invalid; CDamageVulnerability x56c_vulnerability; std::unique_ptr x5d4_collisionActorMgr; CElitePirateData x5d8_data; CBoneTracking x6f8_boneTracking; std::unique_ptr x730_collisionActorMgrHead; // s32 x734_; CCollidableAABox x738_collisionAabb; std::optional> x760_energyAbsorbDesc; TUniqueId x770_collisionHeadId = kInvalidUniqueId; TUniqueId x772_launcherId = kInvalidUniqueId; rstl::reserved_vector x774_collisionRJointIds; rstl::reserved_vector x788_collisionLJointIds; TUniqueId x79c_energyAttractorId = kInvalidUniqueId; float x7a0_initialSpeed; float x7a4_steeringSpeed = 1.f; float x7a8_pathShaggedTime = 0.f; float x7ac_energyAbsorbCooldown = 0.f; float x7b0_ = 1.f; float x7b4_hp = 0.f; float x7b8_attackTimer = 0.f; float x7bc_tauntTimer = 0.f; float x7c0_shotAtTimer = 0.f; float x7c4_absorbUpdateTimer = 0.f; s32 x7c8_currAnimId = -1; u32 x7cc_activeMaterialSet = 0; CPathFindSearch x7d0_pathFindSearch; zeus::CVector3f x8b4_targetDestPos; SPositionHistory x8c0_positionHistory{5.0f}; bool x988_24_damageOn : 1 = false; bool x988_25_attackingRightClaw : 1 = false; bool x988_26_attackingLeftClaw : 1 = false; bool x988_27_shotAt : 1 = false; bool x988_28_alert : 1 = false; bool x988_29_shockWaveAnim : 1 = false; bool x988_30_calledForBackup : 1 = false; bool x988_31_running : 1 = false; bool x989_24_onPath : 1 = false; public: DEFINE_PATTERNED(ElitePirate) CElitePirate(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pInfo, const CActorParameters& actParms, CElitePirateData data); void Accept(IVisitor& visitor) override; void Think(float dt, CStateManager& mgr) override; void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override; void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override; const CDamageVulnerability* GetDamageVulnerability() const override; const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& pos, const zeus::CVector3f& dir, const CDamageInfo& dInfo) const override; zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const override; zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const override; void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override; const CCollisionPrimitive* GetCollisionPrimitive() const override; void KnockBack(const zeus::CVector3f&, CStateManager& mgr, const CDamageInfo& info, EKnockBackType type, bool inDeferred, float magnitude) override; void TakeDamage(const zeus::CVector3f&, float arg) override; void Patrol(CStateManager& mgr, EStateMsg msg, float dt) override; void PathFind(CStateManager& mgr, EStateMsg msg, float dt) override; void TargetPatrol(CStateManager& mgr, EStateMsg msg, float dt) override; void Halt(CStateManager& mgr, EStateMsg msg, float dt) override; void Run(CStateManager& mgr, EStateMsg msg, float dt) override; void Generate(CStateManager& mgr, EStateMsg msg, float dt) override; void Attack(CStateManager& mgr, EStateMsg msg, float dt) override; void Taunt(CStateManager& mgr, EStateMsg msg, float dt) override; void ProjectileAttack(CStateManager& mgr, EStateMsg msg, float dt) override; void Cover(CStateManager& mgr, EStateMsg msg, float dt) override; void SpecialAttack(CStateManager& mgr, EStateMsg msg, float dt) override; void CallForBackup(CStateManager& mgr, EStateMsg msg, float dt) override; bool TooClose(CStateManager& mgr, float arg) override; bool InDetectionRange(CStateManager& mgr, float arg) override; bool SpotPlayer(CStateManager& mgr, float arg) override; bool AnimOver(CStateManager& mgr, float arg) override; bool ShouldAttack(CStateManager& mgr, float arg) override; bool InPosition(CStateManager& mgr, float arg) override; bool ShouldTurn(CStateManager& mgr, float arg) override; bool AggressionCheck(CStateManager& mgr, float arg) override; bool ShouldTaunt(CStateManager& mgr, float arg) override; bool ShouldFire(CStateManager& mgr, float arg) override; bool ShotAt(CStateManager& mgr, float arg) override; bool ShouldSpecialAttack(CStateManager& mgr, float arg) override; bool ShouldCallForBackup(CStateManager& mgr, float arg) override; CPathFindSearch* GetSearchPath() override; virtual bool HasWeakPointHead() const { return true; } virtual bool IsElitePirate() const { return true; } virtual void SetupHealthInfo(CStateManager& mgr); virtual void SetLaunchersActive(CStateManager& mgr, bool val); virtual SShockWaveData GetShockWaveData() const { return {x5d8_data.GetShockwaveParticleDescId(), x5d8_data.GetShockwaveDamageInfo(), 16.5217f, x5d8_data.GetShockwaveWeaponDescId(), x5d8_data.GetShockwaveElectrocuteSfxId()}; } protected: void SetShotAt(bool val, CStateManager& mgr); void CreateGrenadeLauncher(CStateManager& mgr, TUniqueId uid); zeus::CVector3f GetLockOnPosition(const CActor* actor) const; bool ShouldFireFromLauncher(CStateManager& mgr, TUniqueId launcherId); bool ShouldCallForBackupFromLauncher(const CStateManager& mgr, TUniqueId uid) const; void SetupLauncherHealthInfo(CStateManager& mgr, TUniqueId uid); void SetLauncherActive(CStateManager& mgr, bool val, TUniqueId uid); void SetupPathFindSearch(); void UpdateActorTransform(CStateManager& mgr, TUniqueId& uid, std::string_view name); const CElitePirateData& GetData() const { return x5d8_data; } EState GetState() const { return x568_state; } void SetState(EState state) { x568_state = state; } TUniqueId GetLauncherId() const { return x772_launcherId; } void SetAlert(bool val) { x988_28_alert = val; } const CCollisionActorManager& GetCollisionActorManager() const { return *x5d4_collisionActorMgr; } private: void AddSphereCollisionList(const SSphereJointInfo* joints, size_t count, std::vector& outJoints) const; void AddCollisionList(const SJointInfo* joints, size_t count, std::vector& outJoints) const; void SetupCollisionManager(CStateManager& mgr); void SetupCollisionActorInfo(CStateManager& mgr); void ApplyDamageToHead(CStateManager& mgr, TUniqueId uid); void CreateEnergyAbsorb(CStateManager& mgr, const zeus::CTransform& xf); bool CanKnockBack(const CDamageInfo& info) const; void UpdateDestPos(CStateManager& mgr); void CheckAttackChance(CStateManager& mgr); void AttractProjectiles(CStateManager& mgr); void UpdateAbsorbBodyState(CStateManager& mgr, float dt); bool IsAttractingEnergy() const; void UpdateTimers(float dt); void UpdatePositionHistory(); void UpdateHealthInfo(CStateManager& mgr); void ExtendTouchBounds(const CStateManager& mgr, const rstl::reserved_vector& uids, const zeus::CVector3f& vec) const; bool IsClosestEnergyAttractor(const CStateManager& mgr, const rstl::reserved_vector& charNearList, const zeus::CVector3f& projectilePos) const; void ShakeCamera(CStateManager& mgr); }; } // namespace urde::MP1