| 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 | |
| 11 | namespace { |
| 12 | NERVE_IMPL(EnemyStateRunAway, Run); |
| 13 | NERVE_IMPL(EnemyStateRunAway, PanicRun); |
| 14 | NERVE_IMPL(EnemyStateRunAway, PanicRunCollided); |
| 15 | |
| 16 | NERVES_MAKE_NOSTRUCT(EnemyStateRunAway, Run, PanicRun, PanicRunCollided); |
| 17 | } // namespace |
| 18 | |
| 19 | EnemyStateRunAway::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 | |
| 25 | void 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 | |
| 34 | void 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 | |
| 50 | void 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 | |
| 77 | void 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 | |
| 103 | void 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 | |