#pragma once #include "Runtime/Collision/CCollidableSphere.hpp" #include "Runtime/Weapon/CProjectileInfo.hpp" #include "Runtime/World/CPatterned.hpp" #include "Runtime/World/CPathFindSearch.hpp" #include #include namespace urde { class CDamageInfo; namespace MP1 { class CWarWasp : public CPatterned { 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 x71c_projectileVisorParticle; // Used to be optional u16 x72c_projectileVisorSfx; 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; void SwarmAdd(CStateManager& mgr); void SwarmRemove(CStateManager& mgr); void ApplyDamage(CStateManager& mgr); void SetUpCircleBurstWaypoint(CStateManager& mgr); zeus::CVector3f GetProjectileAimPos(const CStateManager& mgr, float zBias) const; zeus::CVector3f GetCloseInPos(const CStateManager& mgr, const zeus::CVector3f& aimPos) const; float GetCloseInZBasis(const CStateManager& mgr) const; void SetUpPathFindBehavior(CStateManager& mgr); s32 GetAttackTeamSize(const CStateManager& mgr, s32 team) const; float CalcTimeToNextAttack(CStateManager& mgr) const; float CalcOffTotemAngle(CStateManager& mgr) const; void JoinCircleAttackTeam(s32 unit, CStateManager& mgr); void SetUpCircleTelegraphTeam(CStateManager& mgr); TUniqueId GetAttackTeamLeader(const CStateManager& mgr, s32 team) const; void TryCircleTeamMerge(CStateManager& mgr); float GetTeamZStratum(s32 team) const; float CalcSeekMagnitude(const CStateManager& mgr) const; void UpdateTelegraphMoveSpeed(CStateManager& mgr); bool CheckCircleAttackSpread(const CStateManager& mgr, s32 team) const; void ApplyNormalSteering(CStateManager& mgr); void ApplySeparationBehavior(CStateManager& mgr, float sep); bool PathToHiveIsClear(CStateManager& mgr) const; bool SteerToDeactivatePos(CStateManager& mgr, EStateMsg msg, float dt); zeus::CVector3f CalcShuffleDest(const CStateManager& mgr) const; public: 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, const CDamageInfo& dInfo1, const CActorParameters&, CAssetId projectileWeapon, const CDamageInfo& projectileDamage, CAssetId projectileVisorParticle, u32 projecileVisorSfx); void Accept(IVisitor& visitor) override; void Think(float dt, CStateManager& mgr) override; void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override; std::optional GetTouchBounds() const override; void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override; const CCollisionPrimitive* GetCollisionPrimitive() const override; void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) override; bool IsListening() const override; bool Listen(const zeus::CVector3f&, EListenNoiseType) override; zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role, const zeus::CVector3f& aimPos) const override; void UpdateTouchBounds(); bool IsRetreating() const { return x72e_30_isRetreating; } void Patrol(CStateManager&, EStateMsg, float) override; void PathFind(CStateManager& mgr, EStateMsg msg, float dt) override; void TargetPatrol(CStateManager&, EStateMsg, float) override; void Generate(CStateManager&, EStateMsg, float) override; void Deactivate(CStateManager&, EStateMsg, float) override; void Attack(CStateManager&, EStateMsg, float) override; void JumpBack(CStateManager&, EStateMsg, float) override; void Shuffle(CStateManager&, EStateMsg, float) override; void ProjectileAttack(CStateManager&, EStateMsg, float) override; void TelegraphAttack(CStateManager&, EStateMsg, float) override; void Dodge(CStateManager&, EStateMsg, float) override; void Retreat(CStateManager&, EStateMsg, float) override; void SpecialAttack(CStateManager&, EStateMsg, float) override; bool InAttackPosition(CStateManager&, float) override; bool Leash(CStateManager&, float) override; bool PathShagged(CStateManager&, float) override; bool AnimOver(CStateManager&, float) override; bool ShouldAttack(CStateManager&, float) override; bool InPosition(CStateManager&, float) override; bool ShouldTurn(CStateManager&, float) override; bool HearShot(CStateManager&, float) override; bool ShouldFire(CStateManager&, float) override; bool ShouldDodge(CStateManager&, float) override; bool ShouldSpecialAttack(CStateManager&, float) override; CPathFindSearch* GetSearchPath() override; CProjectileInfo* GetProjectileInfo() override; }; } // namespace MP1 } // namespace urde