| 1 | #include "Enemy/EnemyStateWander.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(EnemyStateWander, Wait); |
| 13 | NERVE_IMPL(EnemyStateWander, Walk); |
| 14 | NERVE_IMPL(EnemyStateWander, Fall); |
| 15 | |
| 16 | NERVES_MAKE_STRUCT(EnemyStateWander, Wait, Walk, Fall); |
| 17 | } // namespace |
| 18 | |
| 19 | EnemyStateWander::EnemyStateWander(al::LiveActor* actor, const char* stateName) |
| 20 | : al::ActorStateBase("さんぽ状態" , actor), mStateName(stateName) { |
| 21 | initNerve(nerve: &NrvEnemyStateWander.Wait, stateCount: 0); |
| 22 | } |
| 23 | |
| 24 | void EnemyStateWander::appear() { |
| 25 | al::NerveStateBase::appear(); |
| 26 | al::setNerve(user: this, nerve: &NrvEnemyStateWander.Walk); |
| 27 | } |
| 28 | |
| 29 | void EnemyStateWander::exeWait() { |
| 30 | if (al::isFirstStep(user: this)) { |
| 31 | al::startAction(actor: mActor, actionName: "Wait" ); |
| 32 | mMaxWaitTime = al::getRandom(max: 60); |
| 33 | } |
| 34 | if (al::isGreaterEqualStep(user: this, step: mMaxWaitTime + 120)) { |
| 35 | al::setNerve(user: this, nerve: &NrvEnemyStateWander.Walk); |
| 36 | return; |
| 37 | } |
| 38 | if (!al::isOnGround(mActor, 0)) { |
| 39 | al::setNerve(user: this, nerve: &NrvEnemyStateWander.Fall); |
| 40 | return; |
| 41 | } |
| 42 | if (al::isFallNextMove(actor: mActor, velocity: al::getVelocity(actor: mActor), gravity: 50.0f, searchDist: 200.0f)) { |
| 43 | al::scaleVelocity(actor: mActor, factor: -1.0f); |
| 44 | al::setVelocityY(actor: mActor, y: 0.0f); |
| 45 | } |
| 46 | al::scaleVelocity(actor: mActor, factor: 0.7f); |
| 47 | al::addVelocityToGravityFittedGround(actor: mActor, force: 2.0f, maxAirTime: 0); |
| 48 | } |
| 49 | |
| 50 | void EnemyStateWander::exeWalk() { |
| 51 | if (al::isFirstStep(user: this)) { |
| 52 | al::startAction(actor: mActor, actionName: mStateName); |
| 53 | mMaxWaitTime = al::getRandom(max: 50); |
| 54 | mIsSwapRotation = al::isHalfProbability(); |
| 55 | } |
| 56 | if (al::isGreaterEqualStep(user: this, step: mMaxWaitTime + 100)) { |
| 57 | al::setNerve(user: this, nerve: &NrvEnemyStateWander.Wait); |
| 58 | return; |
| 59 | } |
| 60 | if (!al::isOnGround(mActor, 0)) { |
| 61 | al::setNerve(user: this, nerve: &NrvEnemyStateWander.Fall); |
| 62 | return; |
| 63 | } |
| 64 | |
| 65 | if (mIsSwapRotation) |
| 66 | al::rotateQuatYDirDegree(actor: mActor, deg: 1.0f); |
| 67 | else |
| 68 | al::rotateQuatYDirDegree(actor: mActor, deg: -1.0f); |
| 69 | |
| 70 | sead::Vector3f frontDir = sead::Vector3f::zero; |
| 71 | al::calcFrontDir(front: &frontDir, actor: mActor); |
| 72 | |
| 73 | f32 walkSpeed = mWalkSpeed > 0.0f ? mWalkSpeed : 1.0f; |
| 74 | |
| 75 | auto* actor = mActor; |
| 76 | |
| 77 | const sead::Vector3f& velocity = al::getVelocity(actor); |
| 78 | |
| 79 | if (al::isFallNextMove(actor, velocity: walkSpeed * frontDir + velocity, gravity: 50.0f, searchDist: 200.0f)) { |
| 80 | al::scaleVelocity(actor: mActor, factor: -1.0f); |
| 81 | al::setVelocityY(actor: mActor, y: 0.0f); |
| 82 | } else { |
| 83 | al::addVelocityToDirection(actor: mActor, dir: frontDir, force: walkSpeed); |
| 84 | } |
| 85 | al::scaleVelocity(actor: mActor, factor: 0.7f); |
| 86 | al::addVelocityToGravityFittedGround(actor: mActor, force: 2.0f, maxAirTime: 0); |
| 87 | } |
| 88 | |
| 89 | void EnemyStateWander::exeFall() { |
| 90 | if (al::isFirstStep(user: this)) |
| 91 | al::startAction(actor: mActor, actionName: "Fall" ); |
| 92 | if (!al::isOnGround(mActor, 0)) { |
| 93 | al::scaleVelocity(actor: mActor, factor: 0.98f); |
| 94 | al::addVelocityToGravity(actor: mActor, force: 2.0f); |
| 95 | } else |
| 96 | al::setNerve(user: this, nerve: &NrvEnemyStateWander.Wait); |
| 97 | } |
| 98 | |
| 99 | bool EnemyStateWander::isWait() const { |
| 100 | return al::isNerve(user: this, nerve: &NrvEnemyStateWander.Wait); |
| 101 | } |
| 102 | |
| 103 | bool EnemyStateWander::isWalk() const { |
| 104 | return al::isNerve(user: this, nerve: &NrvEnemyStateWander.Walk); |
| 105 | } |
| 106 | |
| 107 | bool EnemyStateWander::isFall() const { |
| 108 | return al::isNerve(user: this, nerve: &NrvEnemyStateWander.Fall); |
| 109 | } |
| 110 | |
| 111 | void EnemyStateWander::changeWalkAnim(const char* animName) { |
| 112 | if (al::isActionPlaying(actor: mActor, actionName: mStateName)) |
| 113 | al::startAction(actor: mActor, actionName: animName); |
| 114 | mStateName = animName; |
| 115 | } |
| 116 | |