#pragma once #include "GCNTypes.hpp" #include "ScriptObjectSupport.hpp" #include "RetroTypes.hpp" #include "CEntity.hpp" #include "CPhysicsActor.hpp" #include "CDamageVulnerability.hpp" #include "CHealthInfo.hpp" #include "CStateMachine.hpp" #include "CKnockBackController.hpp" #include "zeus/zeus.hpp" namespace urde { enum class EListenNoiseType { Character, Bomb, Projectile }; class CAiFuncMap; class CStateManager; class CScriptWater; class CAi : public CPhysicsActor { static CAiFuncMap* m_FuncMap; CHealthInfo x258_healthInfo; CDamageVulnerability x260_damageVulnerability; TLockedToken x2c8_stateMachine; public: CAi(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData, const zeus::CAABox& box, float mass, const CHealthInfo& hInfo, const CDamageVulnerability&, const CMaterialList& list, CAssetId fsm, const CActorParameters&, float f1, float f2); static void CreateFuncLookup(CAiFuncMap* funcMap); static CAiStateFunc GetStateFunc(const char* func); static CAiTriggerFunc GetTrigerFunc(const char* func); const CStateMachine* GetStateMachine() const; virtual void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); virtual CHealthInfo* HealthInfo(CStateManager&) { return &x258_healthInfo; } virtual void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state)=0; virtual void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type, bool inDeferred, float magnitude)=0; virtual const CDamageVulnerability* GetDamageVulnerability() const { return &x260_damageVulnerability; } virtual const CDamageVulnerability* GetDamageVulnerability() { return &x260_damageVulnerability; } virtual void TakeDamage(const zeus::CVector3f& direction, float magnitude) {} virtual bool CanBeShot(const CStateManager&, int) { return true; } virtual bool IsListening() const { return false; } virtual int Listen(const zeus::CVector3f&, EListenNoiseType) { return 0; } virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&, const CWeaponMode&, EProjectileAttrib) const; void FluidFXThink(EFluidState, CScriptWater&, CStateManager&); virtual zeus::CVector3f GetOrigin() const { return x34_transform.origin; } virtual void Patrol(CStateManager&, EStateMsg, float) {} virtual void FollowPattern(CStateManager&, EStateMsg, float) {} virtual void Dead(CStateManager&, EStateMsg, float) {} virtual void PathFind(CStateManager&, EStateMsg, float) {} virtual void Start(CStateManager&, EStateMsg, float) {} virtual void SelectTarget(CStateManager&, EStateMsg, float) {} virtual void TargetPatrol(CStateManager&, EStateMsg, float) {} virtual void TargetPlayer(CStateManager&, EStateMsg, float) {} virtual void TargetCover(CStateManager&, EStateMsg, float) {} virtual void Halt(CStateManager&, EStateMsg, float) {} virtual void Walk(CStateManager&, EStateMsg, float) {} virtual void Run(CStateManager&, EStateMsg, float) {} virtual void Generate(CStateManager&, EStateMsg, float) {} virtual void Deactivate(CStateManager&, EStateMsg, float) {} virtual void Attack(CStateManager&, EStateMsg, float) {} virtual void LoopedAttack(CStateManager&, EStateMsg, float) {} virtual void JumpBack(CStateManager&, EStateMsg, float) {} virtual void DoubleSnap(CStateManager&, EStateMsg, float) {} virtual void Shuffle(CStateManager&, EStateMsg, float) {} virtual void TurnAround(CStateManager&, EStateMsg, float) {} virtual void Skid(CStateManager&, EStateMsg, float) {} virtual void Active(CStateManager&, EStateMsg, float) {} virtual void InActive(CStateManager&, EStateMsg, float) {} virtual void CoverAttack(CStateManager&, EStateMsg, float) {} virtual void Crouch(CStateManager&, EStateMsg, float) {} virtual void FadeIn(CStateManager&, EStateMsg, float) {} virtual void FadeOut(CStateManager&, EStateMsg, float) {} virtual void GetUp(CStateManager&, EStateMsg, float) {} virtual void Taunt(CStateManager&, EStateMsg, float) {} virtual void Suck(CStateManager&, EStateMsg, float) {} virtual void Flee(CStateManager&, EStateMsg, float) {} virtual void Lurk(CStateManager&, EStateMsg, float) {} virtual void ProjectileAttack(CStateManager&, EStateMsg, float) {} virtual void Flinch(CStateManager&, EStateMsg, float) {} virtual void Hurled(CStateManager&, EStateMsg, float) {} virtual void TelegraphAttack(CStateManager&, EStateMsg, float) {} virtual void Jump(CStateManager&, EStateMsg, float) {} virtual void Explode(CStateManager&, EStateMsg, float) {} virtual void Dodge(CStateManager&, EStateMsg, float) {} virtual void Retreat(CStateManager&, EStateMsg, float) {} virtual void Cover(CStateManager&, EStateMsg, float) {} virtual void Approach(CStateManager&, EStateMsg, float) {} virtual void WallHang(CStateManager&, EStateMsg, float) {} virtual void WallDetach(CStateManager&, EStateMsg, float) {} virtual void Enraged(CStateManager&, EStateMsg, float) {} virtual void SpecialAttack(CStateManager&, EStateMsg, float) {} virtual void Growth(CStateManager&, EStateMsg, float) {} virtual void Faint(CStateManager&, EStateMsg, float) {} virtual void Land(CStateManager&, EStateMsg, float) {} virtual void Bounce(CStateManager&, EStateMsg, float) {} virtual void PathFindEx(CStateManager&, EStateMsg, float) {} virtual void Dizzy(CStateManager&, EStateMsg, float) {} virtual void CallForBackup(CStateManager&, EStateMsg, float) {} virtual void BulbAttack(CStateManager&, EStateMsg, float) {} virtual void PodAttack(CStateManager&, EStateMsg, float) {} virtual bool InAttackPosition(CStateManager&, float) { return false; } virtual bool Leash(CStateManager&, float) { return false; } virtual bool OffLine(CStateManager&,float) { return false; } virtual bool Attacked(CStateManager&, float) { return false; } virtual bool PathShagged(CStateManager&, float) { return false; } virtual bool PathOver(CStateManager&, float) { return false; } virtual bool PathFound(CStateManager&, float) { return false; } virtual bool TooClose(CStateManager&, float) { return false; } virtual bool InRange(CStateManager&, float) { return false; } virtual bool InMaxRange(CStateManager&, float) { return false; } virtual bool InDetectionRange(CStateManager&, float) { return false; } virtual bool SpotPlayer(CStateManager&, float) { return false; } virtual bool PlayerSpot(CStateManager&, float) { return false; } virtual bool PatternOver(CStateManager&, float) { return false; } virtual bool PatternShagged(CStateManager&, float) { return false; } virtual bool HasAttackPattern(CStateManager&, float) { return false; } virtual bool HasPatrolPath(CStateManager&, float) { return false; } virtual bool HasRetreatPattern(CStateManager&, float) { return false; } virtual bool Delay(CStateManager&,float) { return false; } virtual bool RandomDelay(CStateManager&, float) { return false; } virtual bool FixedDelay(CStateManager&, float) { return false; } virtual bool Default(CStateManager&, float) { return false; } virtual bool AnimOver(CStateManager&, float) { return false; } virtual bool ShouldAttack(CStateManager&, float) { return false; } virtual bool ShouldDoubleSnap(CStateManager&, float) { return false; } virtual bool InPosition(CStateManager&, float) { return false; } virtual bool ShouldTurn(CStateManager&, float) { return false; } virtual bool HitSomething(CStateManager&, float) { return false; } virtual bool ShouldJumpBack(CStateManager&, float) { return false; } virtual bool Stuck(CStateManager&, float) { return false; } virtual bool NoPathNodes(CStateManager&, float) { return false; } virtual bool Landed(CStateManager&, float) { return false; } virtual bool HearShot(CStateManager&,float) { return false; } virtual bool HearPlayer(CStateManager&,float) { return false; } virtual bool CoverCheck(CStateManager&, float) { return false; } virtual bool CoverFind(CStateManager&, float) { return false; } virtual bool CoverBlown(CStateManager&, float) { return false; } virtual bool CoverNearlyBlown(CStateManager&, float) { return false; } virtual bool CoveringFire(CStateManager&, float) { return false; } virtual bool GotUp(CStateManager&, float) { return false; } virtual bool LineOfSight(CStateManager&,float) { return false; } virtual bool AggressionCheck(CStateManager&, float) { return false; } virtual bool AttackOver(CStateManager&, float) { return false; } virtual bool ShouldTaunt(CStateManager&,float) { return false; } virtual bool Inside(CStateManager&,float) { return false; } virtual bool ShouldFire(CStateManager&,float) { return false; } virtual bool ShouldFlinch(CStateManager&, float) { return false; } virtual bool PatrolPathOver(CStateManager&, float) { return false; } virtual bool ShouldDodge(CStateManager&, float) { return false; } virtual bool ShouldRetreat(CStateManager&, float) { return false; } virtual bool ShouldCrouch(CStateManager&, float) { return false; } virtual bool ShouldMove(CStateManager&, float) { return false; } virtual bool ShotAt(CStateManager&, float) { return false; } virtual bool HasTargetingPoint(CStateManager&, float) { return false; } virtual bool ShouldWallHang(CStateManager&, float) { return false; } virtual bool SetAIStage(CStateManager&, float) { return false; } virtual bool AIStage(CStateManager&, float) { return false; } virtual bool StartAttack(CStateManager&, float) { return false; } virtual bool BreakAttack(CStateManager&, float) { return false; } virtual bool ShouldStrafe(CStateManager&, float) { return false; } virtual bool ShouldSpecialAttack(CStateManager&, float) { return false; } virtual bool LostInterest(CStateManager&, float) { return false; } virtual bool CodeTrigger(CStateManager&, float) { return false; } virtual bool BounceFind(CStateManager&, float) { return false; } virtual bool Random(CStateManager&, float) { return false; } virtual bool FixedRandom(CStateManager&, float) { return false; } virtual bool IsDizzy(CStateManager&, float) { return false; } virtual bool ShouldCallForBackup(CStateManager&, float) { return false; } }; }