#pragma once #include #include "Runtime/GCNTypes.hpp" #include "Runtime/Character/CBoneTracking.hpp" #include "Runtime/Weapon/CProjectileInfo.hpp" #include "Runtime/World/CPatterned.hpp" #include namespace urde::MP1 { enum class EBehaveType { Lurk, Taunt, Attack, Move, None }; class CChozoGhost : public CPatterned { public: class CBehaveChance { u32 x0_propertyCount; float x4_lurk; float x8_taunt; float xc_attack; float x10_move; float x14_lurkTime; float x18_chargeAttack; u32 x1c_numBolts; public: CBehaveChance(CInputStream&); EBehaveType GetBehave(EBehaveType type, CStateManager& mgr) const; float GetLurk() const { return x4_lurk; } float GetTaunt() const { return x8_taunt; } float GetAttack() const { return xc_attack; } float GetMove() const { return x10_move; } float GetLurkTime() const { return x14_lurkTime; } float GetChargeAttack() const { return x18_chargeAttack; } u32 GetNumBolts() const { return x1c_numBolts; } }; private: float x568_hearingRadius; float x56c_fadeOutDelay; float x570_attackDelay; float x574_freezeTime; CProjectileInfo x578_; CProjectileInfo x5a0_; CBehaveChance x5c8_; CBehaveChance x5e8_; CBehaveChance x608_; s16 x628_soundImpact; float x62c_; s16 x630_sfxFadeIn; s16 x632_sfxFadeOut; float x634_; float x638_hurlRecoverTime; u32 x63c_; std::optional> x640_projectileVisor; s16 x650_sound_ProjectileVisor; float x654_; float x658_; u32 x65c_nearChance; u32 x660_midChance; bool x664_24_behaviorEnabled : 1; bool x664_25_flinch : 1; bool x664_26_alert : 1; bool x664_27_onGround : 1; bool x664_28_ : 1; bool x664_29_fadedIn : 1; bool x664_30_fadedOut : 1; bool x664_31_ : 1; bool x665_24_ : 1; bool x665_25_ : 1; bool x665_26_shouldSwoosh : 1; bool x665_27_playerInLeashRange : 1; bool x665_28_inRange : 1; bool x665_29_aggressive : 1; float x668_ = 0.f; float x66c_ = 0.f; float x670_ = 0.f; TUniqueId x674_coverPoint = kInvalidUniqueId; float x678_floorLevel = 0.f; u32 x67c_attackType = -1; EBehaveType x680_behaveType = EBehaveType::Lurk; float x684_lurkDelay = 1.f; CSteeringBehaviors x688_; CBoneTracking x68c_boneTracking; TUniqueId x6c4_teamMgr = kInvalidUniqueId; float x6c8_spaceWarpTime = 0.f; zeus::CVector3f x6cc_spaceWarpPosition; u32 x6d8_ = 1; void AddToTeam(CStateManager& mgr); void RemoveFromTeam(CStateManager& mgr); void FloatToLevel(float f1, float dt); const CBehaveChance& ChooseBehaveChanceRange(CStateManager& mgr); bool IsVisibleEnough(const CStateManager& mgr) const { return GetModelAlphau8(mgr) > 31; } void FindSpaceWarpPosition(CStateManager& mgr, const zeus::CVector3f& dir); void FindBestAnchor(CStateManager& mgr); public: DEFINE_PATTERNED(ChozoGhost) CChozoGhost(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&, const CActorParameters&, const CPatternedInfo&, float, float, float, float, CAssetId, const CDamageInfo&, CAssetId, const CDamageInfo&, const CChozoGhost::CBehaveChance&, const CChozoGhost::CBehaveChance&, const CBehaveChance&, u16, float, u16, u16, u32, float, u32, float, CAssetId, s16, float, float, u32, u32); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override; void Think(float dt, CStateManager&) override; void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override; void Render(const CStateManager& mgr) const override; void Touch(CActor& act, CStateManager& mgr) override; EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f& pos, const zeus::CVector3f& dir, const CWeaponMode& mode, EProjectileAttrib attrib) const override; void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override; void KnockBack(const zeus::CVector3f& dir, CStateManager& mgr, const CDamageInfo& info, EKnockBackType type, bool inDeferred, float magnitude) override; bool CanBeShot(const CStateManager& mgr, int w1) override; zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role, const zeus::CVector3f& aimPos) const override { return x34_transform.origin; } void Dead(CStateManager& mgr, EStateMsg msg, float arg) override; void SelectTarget(CStateManager& mgr, EStateMsg msg, float arg) override; void Run(CStateManager& mgr, EStateMsg msg, float dt) override; void Generate(CStateManager& mgr, EStateMsg msg, float dt) override; void Deactivate(CStateManager& mgr, EStateMsg msg, float arg) override; void Attack(CStateManager& mgr, EStateMsg msg, float dt) override; void Shuffle(CStateManager& mgr, EStateMsg msg, float arg) override; void InActive(CStateManager& mgr, EStateMsg msg, float arg) override; void Taunt(CStateManager& mgr, EStateMsg msg, float dt) override; void Hurled(CStateManager& mgr, EStateMsg msg, float arg) override; void WallDetach(CStateManager& mgr, EStateMsg msg, float arg) override; void Growth(CStateManager& mgr, EStateMsg msg, float dt) override; void Land(CStateManager& mgr, EStateMsg msg, float dt) override; void Lurk(CStateManager& mgr, EStateMsg msg, float dt) override; bool Leash(CStateManager& mgr, float arg) override; bool InRange(CStateManager& mgr, float arg) override; bool ShouldAttack(CStateManager& mgr, float arg) override; bool AggressionCheck(CStateManager& mgr, float arg) override; bool ShouldTaunt(CStateManager& mgr, float arg) override; bool ShouldFlinch(CStateManager& mgr, float arg) override; bool ShouldMove(CStateManager& mgr, float arg) override; bool AIStage(CStateManager& mgr, float arg) override; u8 GetModelAlphau8(const CStateManager&) const override; bool IsOnGround() const override; float GetGravityConstant() const override { return 60.f; } CProjectileInfo* GetProjectileInfo() override; }; } // namespace urde::MP1