#pragma once #include "World/CPatterned.hpp" #include "World/CPathFindSearch.hpp" #include "World/CDamageInfo.hpp" namespace urde { namespace MP1 { class CBeetle : public CPatterned { public: enum class EEntranceType : u32 { FacePlayer, UseOrientation }; private: s32 x568_stateProg = -1; EEntranceType x56c_entranceType; TUniqueId x570_aiMgr = kInvalidUniqueId; zeus::CVector3f x574_tailAimReference; float x580_f3; CDamageInfo x584_touchDamage; float x5a0_headbuttDist = FLT_MAX; float x5a4_jumpBackwardDist = FLT_MAX; float x5a8_animTimeRem = 0.f; std::optional x5ac_tailModel; CPathFindSearch x5fc_pathFindSearch; rstl::reserved_vector x6e0_retreatPoints; CDamageVulnerability x744_platingVuln; CDamageVulnerability x7ac_tailVuln; float x814_attackDelayTimer; float x818_stateFinishTimer = FLT_MAX; float x81c_ = x3b4_speed; u32 x820_posDeviationCounter = 0; zeus::CVector3f x824_predictPos; float x830_intoGroundFactor = 1.f; float x834_retreatTime; union { struct { bool x838_24_hitSomething : 1; bool x838_25_burrowing : 1; bool x838_26_canSkid : 1; }; u32 _dummy3 = 0; }; void SquadAdd(CStateManager& mgr); void SquadRemove(CStateManager& mgr); void RefinePathFindDest(CStateManager& mgr, zeus::CVector3f& dest); void SeparateFromMelees(CStateManager& mgr); void SetupRetreatPoints(CStateManager& mgr); s32 FindFurthestRetreatPoint(CStateManager& mgr) const; public: DEFINE_PATTERNED(Beetle) CBeetle(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pInfo, CPatterned::EFlavorType flavor, CBeetle::EEntranceType entranceType, const CDamageInfo& touchDamage, const CDamageVulnerability& platingVuln, const zeus::CVector3f& tailAimReference, float initialAttackDelay, float retreatTime, float f3, const CDamageVulnerability& tailVuln, const CActorParameters& aParams, const std::optional& tailModel); void Accept(IVisitor& visitor); void Think(float dt, CStateManager& mgr); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr); void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum); void Render(const CStateManager& mgr) const; const CDamageVulnerability* GetDamageVulnerability() const; const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& pos, const zeus::CVector3f& dir, const CDamageInfo& dInfo) const; zeus::CVector3f GetOrbitPosition(const CStateManager&) const; zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const; EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f& pos, const zeus::CVector3f& dir, const CWeaponMode& wMode, EProjectileAttrib attribs) const; void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt); void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr); void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state); void TakeDamage(const zeus::CVector3f& direction, float magnitude); bool IsListening() const; zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role, const zeus::CVector3f& aimPos) const; void FollowPattern(CStateManager&, EStateMsg msg, float dt); void PathFind(CStateManager& mgr, EStateMsg msg, float dt); void TargetPlayer(CStateManager&, EStateMsg msg, float dt); void Generate(CStateManager&, EStateMsg msg, float dt); void Deactivate(CStateManager&, EStateMsg msg, float dt); void Attack(CStateManager&, EStateMsg msg, float dt); void JumpBack(CStateManager&, EStateMsg msg, float dt); void DoubleSnap(CStateManager&, EStateMsg msg, float dt); void Shuffle(CStateManager&, EStateMsg msg, float dt); void TurnAround(CStateManager&, EStateMsg msg, float dt); void Skid(CStateManager&, EStateMsg msg, float dt); void Taunt(CStateManager&, EStateMsg msg, float dt); void Retreat(CStateManager&, EStateMsg msg, float dt); bool InAttackPosition(CStateManager&, float arg); bool PathShagged(CStateManager&, float arg); bool InRange(CStateManager&, float arg); bool PatternOver(CStateManager&, float arg); bool HasAttackPattern(CStateManager&, float arg); bool AnimOver(CStateManager&, float arg); bool ShouldAttack(CStateManager&, float arg); bool ShouldDoubleSnap(CStateManager&, float arg); bool ShouldTurn(CStateManager&, float arg); bool HitSomething(CStateManager&, float arg); bool ShouldJumpBack(CStateManager&, float arg); bool Stuck(CStateManager&, float arg); bool NoPathNodes(CStateManager&, float arg); bool ShouldTaunt(CStateManager&, float arg); bool ShotAt(CStateManager&, float arg); void Burn(float duration, float damage); void Shock(CStateManager& mgr, float duration, float damage); CPathFindSearch* GetSearchPath(); float GetGravityConstant() const; }; } // namespace MP1 } // namespace urde