#pragma once #include "World/CPatterned.hpp" #include "World/CPathFindSearch.hpp" #include "Weapon/CProjectileInfo.hpp" #include "Collision/CCollidableSphere.hpp" 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; 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); 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); void Think(float dt, CStateManager& mgr); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr); rstl::optional GetTouchBounds() const; 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; 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(); }; } // namespace MP1 } // namespace urde