#pragma once #include #include #include "Runtime/Character/CBodyController.hpp" #include "Runtime/Character/CSteeringBehaviors.hpp" #include "Runtime/Graphics/CVertexMorphEffect.hpp" #include "Runtime/Particle/CElectricDescription.hpp" #include "Runtime/Particle/CGenDescription.hpp" #include "Runtime/World/CAi.hpp" #include "Runtime/World/CDamageInfo.hpp" #include "Runtime/World/CKnockBackController.hpp" #include "TCastTo.hpp" // Generated file, do not modify include path #include #include #include #ifndef DEFINE_PATTERNED #define DEFINE_PATTERNED(type) static constexpr ECharacter CharacterType = ECharacter::type; #endif namespace urde { class CPatternedInfo; class CProjectileInfo; class CPathFindSearch; using CPatternedTryFunc = void (CPatterned::*)(CStateManager&, int); class CPatterned : public CAi { public: static const zeus::CColor skDamageColor; enum class ECharacter { AtomicAlpha = 0, AtomicBeta = 1, Babygoth = 2, Beetle = 3, BloodFlower = 4, Burrower = 5, ChozoGhost = 6, Drone = 7, ElitePirate = 8, EyeBall = 9, FireFlea = 10, Flaahgra = 11, FlaahgraTentacle = 12, FlickerBat = 13, FlyingPirate = 14, IceSheeegoth = 15, JellyZap = 16, Magdolite = 17, Metaree = 18, Metroid = 19, MetroidBeta = 20, MetroidPrimeExo = 21, MetroidPrimeEssence = 22, NewIntroBoss = 23, Parasite = 24, PuddleSpore = 27, PuddleToad = 28, Puffer = 29, Ridley = 30, Ripper = 31, Seedling = 32, SpacePirate = 34, SpankWeed = 35, PhazonHealingNodule = 35, Thardus = 36, ThardusRockProjectile = 37, Tryclops = 38, WarWasp = 39, EnergyBall = 40 }; enum class EFlavorType { Zero = 0, One = 1, Two = 2 }; enum class EMovementType { Ground = 0, Flyer = 1 }; enum class EColliderType { Zero = 0, One = 1 }; enum class EPatternTranslate { RelativeStart, RelativePlayerStart, RelativePlayer, Absolute }; enum class EPatternOrient { StartToPlayer, StartToPlayerStart, ReversePlayerForward, Forward }; enum class EPatternFit { Zero, One }; enum class EMoveState { Zero, One, Two, Three, Four }; enum class EBehaviour { Zero }; enum class EBehaviourOrient { MoveDir, Constant, Destination }; enum class EBehaviourModifiers { Zero }; enum class EPatrolState { Invalid = -1, Patrol, Pause, Done }; enum class EAnimState { NotReady, Ready, Repeat, Over }; class CPatternNode { zeus::CVector3f x0_pos; zeus::CVector3f xc_forward; float x18_speed; u8 x1c_behaviour; u8 x1d_behaviourOrient; u16 x1e_behaviourModifiers; u32 x20_animation; public: CPatternNode(const zeus::CVector3f& pos, const zeus::CVector3f& forward, float speed, u8 behaviour, u8 behaviourOrient, u16 behaviourModifiers, u32 animation) : x0_pos(pos) , xc_forward(forward) , x18_speed(speed) , x1c_behaviour(behaviour) , x1d_behaviourOrient(behaviourOrient) , x1e_behaviourModifiers(behaviourModifiers) , x20_animation(animation) {} const zeus::CVector3f& GetPos() const { return x0_pos; } const zeus::CVector3f& GetForward() const { return xc_forward; } float GetSpeed() const { return x18_speed; } u8 GetBehaviour() const { return x1c_behaviour; } u8 GetBehaviourOrient() const { return x1d_behaviourOrient; } u16 GetBehaviourModifiers() const { return x1e_behaviourModifiers; } }; protected: EPatrolState x2d8_patrolState = EPatrolState::Invalid; TUniqueId x2dc_destObj = kInvalidUniqueId; zeus::CVector3f x2e0_destPos; zeus::CVector3f x2ec_reflectedDestPos; float x2f8_waypointPauseRemTime = 0.f; float x2fc_minAttackRange; float x300_maxAttackRange; float x304_averageAttackTime; float x308_attackTimeVariation; EBehaviourOrient x30c_behaviourOrient = EBehaviourOrient::MoveDir; zeus::CVector3f x310_moveVec; zeus::CVector3f x31c_faceVec; bool x328_24_inPosition : 1 = false; bool x328_25_verticalMovement : 1; bool x328_26_solidCollision : 1 = false; bool x328_27_onGround : 1; bool x328_28_prevOnGround : 1 = true; bool x328_29_noPatternShagging : 1 = false; bool x328_30_lookAtDeathDir : 1 = true; bool x328_31_energyAttractor : 1 = false; bool x329_24_ : 1 = true; EAnimState x32c_animState = EAnimState::NotReady; CStateMachineState x330_stateMachineState; ECharacter x34c_character; zeus::CVector3f x350_patternStartPos; zeus::CVector3f x35c_patternStartPlayerPos; zeus::CVector3f x368_destWPDelta; EPatternTranslate x374_patternTranslate = EPatternTranslate::RelativeStart; EPatternOrient x378_patternOrient = EPatternOrient::ReversePlayerForward; EPatternFit x37c_patternFit = EPatternFit::One; EBehaviour x380_behaviour = EBehaviour::Zero; EBehaviourModifiers x384_behaviourModifiers = EBehaviourModifiers::Zero; s32 x388_anim; std::vector x38c_patterns; u32 x39c_curPattern = 0; zeus::CVector3f x3a0_latestLeashPosition; TUniqueId x3ac_lastPatrolDest = kInvalidUniqueId; float x3b0_moveSpeed = 1.f; float x3b4_speed; float x3b8_turnSpeed; float x3bc_detectionRange; float x3c0_detectionHeightRange; float x3c4_detectionAngle; float x3c8_leashRadius; float x3cc_playerLeashRadius; float x3d0_playerLeashTime; float x3d4_curPlayerLeashTime = 0.f; float x3d8_xDamageThreshold; float x3dc_frozenXDamageThreshold; float x3e0_xDamageDelay; float x3e4_lastHP = 0.f; float x3e8_alphaDelta = 0.f; float x3ec_pendingFireDamage = 0.f; float x3f0_pendingShockDamage = 0.f; float x3f4_burnThinkRateTimer = 0.f; EMoveState x3f8_moveState = EMoveState::Zero; EFlavorType x3fc_flavor; bool x400_24_hitByPlayerProjectile : 1 = false; bool x400_25_alive : 1 = true; bool x400_26_ : 1 = false; bool x400_27_fadeToDeath : 1 = false; bool x400_28_pendingMassiveDeath : 1 = false; bool x400_29_pendingMassiveFrozenDeath : 1 = false; bool x400_30_patternShagged : 1 = false; bool x400_31_isFlyer : 1; uint32_t x401_24_pathOverCount : 2 = 0; bool x401_26_disableMove : 1 = false; bool x401_27_phazingOut : 1 = false; bool x401_28_burning : 1 = false; bool x401_29_laggedBurnDeath : 1 = false; bool x401_30_pendingDeath : 1 = false; bool x401_31_nextPendingShock : 1 = false; bool x402_24_pendingShock : 1 = false; bool x402_25_lostMassiveFrozenHP : 1 = false; bool x402_26_dieIf80PercFrozen : 1 = false; bool x402_27_noXrayModel : 1 = false; bool x402_28_isMakingBigStrike : 1 = false; bool x402_29_drawParticles : 1 = true; bool x402_30_updateThermalFrozenState : 1; bool x402_31_thawed : 1 = false; bool x403_24_keepThermalVisorState : 1 = false; bool x403_25_enableStateMachine : 1 = true; bool x403_26_stateControlledMassiveDeath : 1 = true; CDamageInfo x404_contactDamage; float x420_curDamageRemTime = 0.f; float x424_damageWaitTime; float x428_damageCooldownTimer = -1.f; zeus::CColor x42c_color = zeus::skBlack; zeus::CColor x430_damageColor = skDamageColor; zeus::CVector3f x434_posDelta; zeus::CQuaternion x440_rotDelta; std::unique_ptr x450_bodyController; u16 x454_deathSfx; u16 x458_iceShatterSfx; CSteeringBehaviors x45c_steeringBehaviors; CKnockBackController x460_knockBackController; zeus::CVector3f x4e4_latestPredictedTranslation; float x4f0_predictedLeashTime = 0.f; float x4f4_intoFreezeDur; float x4f8_outofFreezeDur; float x4fc_freezeDur; float x500_preThinkDt = 0.f; float x504_damageDur = 0.f; EColliderType x508_colliderType; float x50c_baseDamageMag; std::shared_ptr x510_vertexMorph; zeus::CVector3f x514_deathExplosionOffset; std::optional> x520_deathExplosionParticle; std::optional> x530_deathExplosionElectric; zeus::CVector3f x540_iceDeathExplosionOffset; std::optional> x54c_iceDeathExplosionParticle; zeus::CVector3f x55c_moveScale = zeus::skOne3f; void MakeThermalColdAndHot(); void UpdateThermalFrozenState(bool thawed); void GenerateIceDeathExplosion(CStateManager& mgr); void GenerateDeathExplosion(CStateManager& mgr); void RenderIceModelWithFlags(const CModelFlags& flags) const; TUniqueId GetWaypointForState(CStateManager& mgr, EScriptObjectState state, EScriptObjectMessage msg) const; void UpdateActorKeyframe(CStateManager& mgr) const; pas::EStepDirection GetStepDirection(const zeus::CVector3f& moveVec) const; bool IsPatternObstructed(CStateManager& mgr, const zeus::CVector3f& p0, const zeus::CVector3f& p1) const; void UpdateDest(CStateManager& mgr); void ApproachDest(CStateManager& mgr); std::pair GetDestWaypoints(CStateManager& mgr) const; zeus::CQuaternion FindPatternRotation(const zeus::CVector3f& dir) const; zeus::CVector3f FindPatternDir(CStateManager& mgr) const; void UpdatePatternDestPos(CStateManager& mgr); void SetupPattern(CStateManager& mgr); EScriptObjectState GetDesiredAttackState(CStateManager& mgr) const; float GetAnimationDistance(const CPASAnimParmData& data) const; public: CPatterned(ECharacter character, TUniqueId uid, std::string_view name, EFlavorType flavor, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pinfo, CPatterned::EMovementType movement, EColliderType collider, EBodyType body, const CActorParameters& params, EKnockBackVariant kbVariant); void Accept(IVisitor&) override; void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override; void PreThink(float dt, CStateManager& mgr) override { x500_preThinkDt = dt; CEntity::Think(x500_preThinkDt, mgr); } void Think(float, CStateManager&) override; void PreRender(CStateManager&, const zeus::CFrustum&) override; void AddToRenderer(const zeus::CFrustum&, CStateManager&) override; void Render(CStateManager& mgr) override; void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr) override; void Touch(CActor& act, CStateManager& mgr) override; std::optional GetTouchBounds() const override; bool CanRenderUnsorted(const CStateManager& mgr) const override; zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const override { return GetAimPosition(mgr, 0.f); } zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const override; zeus::CTransform GetLctrTransform(std::string_view name) const; zeus::CTransform GetLctrTransform(CSegId id) const; bool ApplyBoneTracking() const; void DeathDelete(CStateManager& mgr); void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) override; void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type, bool inDeferred, float magnitude) override; void TakeDamage(const zeus::CVector3f&, float arg) override; bool FixedRandom(CStateManager&, float arg) override; bool Random(CStateManager&, float arg) override; bool CodeTrigger(CStateManager&, float arg) override; bool FixedDelay(CStateManager&, float arg) override; bool RandomDelay(CStateManager&, float arg) override; bool Delay(CStateManager&, float arg) override; bool PatrolPathOver(CStateManager&, float arg) override; bool Stuck(CStateManager&, float arg) override; bool AnimOver(CStateManager&, float arg) override; bool InPosition(CStateManager&, float arg) override; bool HasPatrolPath(CStateManager& mgr, float arg) override; bool Attacked(CStateManager&, float arg) override; bool PatternShagged(CStateManager&, float arg) override; bool PatternOver(CStateManager&, float arg) override; bool HasRetreatPattern(CStateManager& mgr, float arg) override; bool HasAttackPattern(CStateManager& mgr, float arg) override; bool NoPathNodes(CStateManager&, float arg) override; bool PathShagged(CStateManager&, float arg) override; bool PathFound(CStateManager&, float arg) override; bool PathOver(CStateManager&, float arg) override; bool Landed(CStateManager&, float arg) override; bool PlayerSpot(CStateManager&, float arg) override; bool SpotPlayer(CStateManager&, float arg) override; bool Leash(CStateManager&, float arg) override; bool InDetectionRange(CStateManager&, float arg) override; bool InMaxRange(CStateManager&, float arg) override; bool TooClose(CStateManager&, float arg) override; bool InRange(CStateManager&, float arg) override; bool OffLine(CStateManager&, float arg) override; bool Default(CStateManager&, float arg) override { return true; } void PathFind(CStateManager&, EStateMsg msg, float dt) override; void Dead(CStateManager&, EStateMsg msg, float dt) override; void TargetPlayer(CStateManager&, EStateMsg msg, float dt) override; void TargetPatrol(CStateManager&, EStateMsg msg, float dt) override; void FollowPattern(CStateManager&, EStateMsg msg, float dt) override; void Patrol(CStateManager&, EStateMsg msg, float dt) override; void Start(CStateManager&, EStateMsg msg, float dt) override {} void TryCommand(CStateManager& mgr, pas::EAnimationState state, CPatternedTryFunc func, int arg); void TryLoopReaction(CStateManager& mgr, int arg); void TryProjectileAttack(CStateManager& mgr, int arg); void TryMeleeAttack(CStateManager& mgr, int arg); void TryGenerate(CStateManager& mgr, int arg); void TryGenerateNoXf(CStateManager& mgr, int arg); void TryJump(CStateManager& mgr, int arg); void TryTurn(CStateManager& mgr, int arg); void TryGetUp(CStateManager& mgr, int arg); void TryTaunt(CStateManager& mgr, int arg); void TryJumpInLoop(CStateManager& mgr, int arg); void TryDodge(CStateManager& mgr, int arg); void TryRollingDodge(CStateManager& mgr, int arg); void TryBreakDodge(CStateManager& mgr, int arg); void TryCover(CStateManager& mgr, int arg); void TryWallHang(CStateManager& mgr, int arg); void TryKnockBack(CStateManager& mgr, int arg); void TryGenerateDeactivate(CStateManager& mgr, int arg); void TryStep(CStateManager& mgr, int arg); virtual bool KnockbackWhenFrozen() const { return true; } virtual void MassiveDeath(CStateManager& mgr); virtual void MassiveFrozenDeath(CStateManager& mgr); virtual void Burn(float duration, float damage); virtual void Shock(CStateManager& mgr, float duration, float damage); virtual void Freeze(CStateManager& mgr, const zeus::CVector3f& pos, const zeus::CUnitVector3f& dir, float frozenDur); virtual void ThinkAboutMove(float); virtual CPathFindSearch* GetSearchPath() { return nullptr; } virtual CDamageInfo GetContactDamage() const { return x404_contactDamage; } virtual u8 GetModelAlphau8(const CStateManager&) const { return u8(x42c_color.a() * 255); } virtual bool IsOnGround() const { return x328_27_onGround; } virtual float GetGravityConstant() const { return CPhysicsActor::GravityConstant(); } virtual CProjectileInfo* GetProjectileInfo() { return nullptr; } virtual void PhazeOut(CStateManager&); virtual const std::optional>& GetDeathExplosionParticle() const { return x520_deathExplosionParticle; } float GetDamageDuration() const { return x504_damageDur; } zeus::CVector3f GetGunEyePos() const; bool IsEnergyAttractor() const { return x328_31_energyAttractor; } bool IsAlive() const { return x400_25_alive; } void BuildBodyController(EBodyType); const CBodyController* GetBodyController() const { return x450_bodyController.get(); } CBodyController* GetBodyController() { return x450_bodyController.get(); } const CKnockBackController& GetKnockBackController() const { return x460_knockBackController; } CKnockBackController& GetKnockBackController() { return x460_knockBackController; } void SetupPlayerCollision(bool); CGameProjectile* LaunchProjectile(const zeus::CTransform& gunXf, CStateManager& mgr, int maxAllowed, EProjectileAttrib attrib, bool playerHoming, const std::optional>& visorParticle, u16 visorSfx, bool sendCollideMsg, const zeus::CVector3f& scale); void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override; const zeus::CVector3f& GetDestPos() const { return x2e0_destPos; } void SetDestPos(const zeus::CVector3f& pos) { x2e0_destPos = pos; } void UpdateAlphaDelta(float dt, CStateManager& mgr); void SetModelAlpha(float a) { x42c_color.a() = a; } float CalcDyingThinkRate() const; void UpdateDamageColor(float dt); CScriptCoverPoint* GetCoverPoint(CStateManager& mgr, TUniqueId id) const; void SetCoverPoint(CScriptCoverPoint* cp, TUniqueId& id); void ReleaseCoverPoint(CStateManager& mgr, TUniqueId& id); bool MadeSolidCollision() const { return x328_26_solidCollision; } bool IsMakingBigStrike() const { return x402_28_isMakingBigStrike; } // region Casting Functions template static T* CastTo(CEntity* ent) { if (TCastToPtr patterned = ent) return CastTo(patterned.GetPtr()); return nullptr; } template static const T* CastTo(const CEntity* ent) { if (TCastToConstPtr patterned = ent) return CastTo(patterned.GetPtr()); return nullptr; } template static T* CastTo(CPatterned* patterned) { if (patterned->x34c_character == T::CharacterType) return static_cast(patterned); return nullptr; } template static const T* CastTo(const CPatterned* patterned) { if (patterned->x34c_character == T::CharacterType) return static_cast(patterned); return nullptr; } // endregion }; } // namespace urde