1#include "Enemy/EnemyStateRunAway.h"
2
3#include "Library/LiveActor/ActorActionFunction.h"
4#include "Library/LiveActor/ActorCollisionFunction.h"
5#include "Library/LiveActor/ActorMovementFunction.h"
6#include "Library/LiveActor/ActorPoseUtil.h"
7#include "Library/Math/MathUtil.h"
8#include "Library/Nerve/NerveSetupUtil.h"
9#include "Library/Nerve/NerveUtil.h"
10
11namespace {
12NERVE_IMPL(EnemyStateRunAway, Run);
13NERVE_IMPL(EnemyStateRunAway, PanicRun);
14NERVE_IMPL(EnemyStateRunAway, PanicRunCollided);
15
16NERVES_MAKE_NOSTRUCT(EnemyStateRunAway, Run, PanicRun, PanicRunCollided);
17} // namespace
18
19EnemyStateRunAway::EnemyStateRunAway(al::LiveActor* actor, const ParamEnemyStateRunAway* param,
20 const char* animName)
21 : al::ActorStateBase("逃走状態", actor), mParam(param), mAnimName(animName) {
22 initNerve(nerve: &Run, stateCount: 0);
23}
24
25void EnemyStateRunAway::appear() {
26 al::NerveStateBase::appear();
27 if (mParam->shouldFaceDir)
28 mIsNeedToFaceToDirection = true;
29 al::calcFrontDir(front: &mFrontDir, actor: mActor);
30 calcRunDirBase(&mFrontDir);
31 al::setNerve(user: this, nerve: &PanicRun);
32}
33
34void EnemyStateRunAway::calcRunDirBase(sead::Vector3f* direction) {
35 if (!mScaredOfActor) {
36 *direction = sead::Vector3f::ez;
37 } else {
38 const auto& s = al::getTrans(actor: mScaredOfActor);
39 const auto& t = al::getTrans(actor: mActor);
40 sead::Vector3f normalized;
41 normalized.x = s.x - t.x;
42 normalized.z = s.z - t.z;
43 normalized.y = 0.0f;
44 al::normalize(vec: &normalized);
45
46 *direction = -normalized;
47 }
48}
49
50void EnemyStateRunAway::exeRun() {
51 if (al::isFirstStep(user: this)) {
52 al::tryStartActionIfNotPlaying(actor: mActor, actionName: mAnimName);
53 al::calcFrontDir(front: &mFrontDir, actor: mActor);
54 }
55 sead::Vector3f testDir = mFrontDir;
56 calcRunDirBase(direction: &mFrontDir);
57 mIsCollidedWallVelocity = al::isCollidedWallVelocity(mActor);
58 if (mIsCollidedWallVelocity) {
59 sead::Vector3f collidedWallNormal = al::getCollidedWallNormal(mActor);
60 al::verticalizeVec(out: &collidedWallNormal, vertical: al::getGravity(actor: mActor), vec: collidedWallNormal);
61 if (al::tryNormalizeOrZero(out: &collidedWallNormal)) {
62 al::verticalizeVec(out: &testDir, vertical: collidedWallNormal, vec: testDir);
63 if (!al::tryNormalizeOrZero(out: &testDir)) {
64 sead::Vector3f upDir;
65 al::calcUpDir(up: &upDir, actor: mActor);
66 mFrontDir.setCross(a: upDir, b: collidedWallNormal);
67 } else {
68 mFrontDir.set(testDir);
69 }
70 al::normalize(out: &mFrontDir, vec: mFrontDir);
71 }
72 }
73 al::walkAndTurnToDirection(actor: mActor, dir: mFrontDir, forceFront: mParam->field_0, forceGravity: mParam->field_c,
74 decay: mParam->field_10, deg: mParam->field_4, turnAlongGround: true);
75}
76
77void EnemyStateRunAway::exePanicRun() {
78 if (al::isFirstStep(user: this))
79 al::tryStartActionIfNotPlaying(actor: mActor, actionName: mAnimName);
80 if ((al::getNerveStep(user: this) % 180) == 0) {
81 calcRunDirBase(direction: &mFrontDir);
82 if (mIsNeedToFaceToDirection) {
83 al::faceToDirection(actor: mActor, dir: mFrontDir);
84 mIsNeedToFaceToDirection = false;
85 } else {
86 al::rotateVectorDegreeY(&mFrontDir, (al::getRandom() * 60.0f) + -30.0f);
87 }
88 }
89 if (al::isCollidedWallVelocity(mActor)) {
90 sead::Vector3f collidedWallNormal = al::getCollidedWallNormal(mActor);
91 al::verticalizeVec(out: &collidedWallNormal, vertical: al::getGravity(actor: mActor), vec: collidedWallNormal);
92 if (!al::tryNormalizeOrZero(out: &collidedWallNormal))
93 mFrontDir.set(-mFrontDir);
94 else
95 mFrontDir.set(collidedWallNormal);
96 al::setNerve(user: this, nerve: &PanicRunCollided);
97 } else {
98 al::walkAndTurnToDirection(actor: mActor, dir: mFrontDir, forceFront: mParam->field_0, forceGravity: mParam->field_c,
99 decay: mParam->field_10, deg: mParam->field_4, turnAlongGround: true);
100 }
101}
102
103void EnemyStateRunAway::exePanicRunCollided() {
104 al::walkAndTurnToDirection(actor: mActor, dir: mFrontDir, forceFront: mParam->field_0, forceGravity: mParam->field_c,
105 decay: mParam->field_10, deg: mParam->field_8, turnAlongGround: true);
106 if (al::isGreaterEqualStep(user: this, step: 180))
107 al::setNerve(user: this, nerve: &PanicRun);
108}
109