metaforce/Runtime/World/CAi.hpp

189 lines
10 KiB
C++

#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<CStateMachine> 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 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; }
};
}