| 1 | #include "Enemy/EnemyStateDamageCap.h" |
| 2 | |
| 3 | #include "Library/LiveActor/ActorActionFunction.h" |
| 4 | #include "Library/LiveActor/ActorFlagFunction.h" |
| 5 | #include "Library/Nerve/NerveSetupUtil.h" |
| 6 | #include "Library/Nerve/NerveUtil.h" |
| 7 | |
| 8 | #include "Enemy/EnemyCap.h" |
| 9 | #include "Util/SensorMsgFunction.h" |
| 10 | |
| 11 | namespace { |
| 12 | NERVE_IMPL(EnemyStateDamageCap, Wait); |
| 13 | NERVE_IMPL(EnemyStateDamageCap, DamageCap); |
| 14 | |
| 15 | NERVES_MAKE_STRUCT(EnemyStateDamageCap, Wait, DamageCap); |
| 16 | } // namespace |
| 17 | |
| 18 | EnemyStateDamageCap::EnemyStateDamageCap(al::LiveActor* actor) |
| 19 | : al::ActorStateBase("キャプチャ敵の帽子反応ステート" , actor) { |
| 20 | initNerve(nerve: &NrvEnemyStateDamageCap.Wait, stateCount: 0); |
| 21 | } |
| 22 | |
| 23 | void EnemyStateDamageCap::kill() { |
| 24 | al::setNerve(user: this, nerve: &NrvEnemyStateDamageCap.Wait); |
| 25 | al::NerveStateBase::kill(); |
| 26 | } |
| 27 | |
| 28 | void EnemyStateDamageCap::createEnemyCap(const al::ActorInitInfo& info, const char* name) { |
| 29 | mEnemyCap = rs::tryCreateEnemyCap(mActor, info, name); |
| 30 | } |
| 31 | |
| 32 | bool EnemyStateDamageCap::tryReceiveMsgCapBlow(const al::SensorMsg* msg, al::HitSensor* other, |
| 33 | al::HitSensor* self) { |
| 34 | if (!isCapOn() || !rs::isMsgCapAttack(msg)) |
| 35 | return false; |
| 36 | rs::requestHitReactionToAttacker(msg, self, other); |
| 37 | mEnemyCap->startBlowDown(source: other); |
| 38 | al::setNerve(user: this, nerve: &NrvEnemyStateDamageCap.Wait); |
| 39 | return true; |
| 40 | } |
| 41 | |
| 42 | bool EnemyStateDamageCap::isCapOn() const { |
| 43 | return mEnemyCap && al::isAlive(actor: mEnemyCap) && !mEnemyCap->isBlowDown(); |
| 44 | } |
| 45 | |
| 46 | void EnemyStateDamageCap::blowCap(al::HitSensor* source) { |
| 47 | if (isCapOn()) |
| 48 | mEnemyCap->startBlowDown(source); |
| 49 | } |
| 50 | |
| 51 | void EnemyStateDamageCap::resetCap() { |
| 52 | if (mEnemyCap) |
| 53 | mEnemyCap->appear(); |
| 54 | } |
| 55 | |
| 56 | void EnemyStateDamageCap::makeActorDeadCap() { |
| 57 | if (mEnemyCap) |
| 58 | mEnemyCap->makeActorDead(); |
| 59 | } |
| 60 | |
| 61 | void EnemyStateDamageCap::exeWait() {} |
| 62 | |
| 63 | void EnemyStateDamageCap::exeDamageCap() { |
| 64 | if (al::isFirstStep(user: this)) |
| 65 | al::startAction(actor: mActor, actionName: "DamageCap" ); |
| 66 | if (al::isActionEnd(actor: mActor)) |
| 67 | kill(); |
| 68 | } |
| 69 | |