| 1 | #include "Enemy/Popn.h" |
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | #include "Library/Collision/KCollisionServer.h" |
| 6 | #include "Library/Effect/EffectSystemInfo.h" |
| 7 | #include "Library/Item/ItemUtil.h" |
| 8 | #include "Library/Joint/JointControllerKeeper.h" |
| 9 | #include "Library/LiveActor/ActorActionFunction.h" |
| 10 | #include "Library/LiveActor/ActorAnimFunction.h" |
| 11 | #include "Library/LiveActor/ActorAreaFunction.h" |
| 12 | #include "Library/LiveActor/ActorClippingFunction.h" |
| 13 | #include "Library/LiveActor/ActorCollisionFunction.h" |
| 14 | #include "Library/LiveActor/ActorFlagFunction.h" |
| 15 | #include "Library/LiveActor/ActorInitUtil.h" |
| 16 | #include "Library/LiveActor/ActorMovementFunction.h" |
| 17 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 18 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 19 | #include "Library/Math/MathUtil.h" |
| 20 | #include "Library/Movement/EnemyStateBlowDown.h" |
| 21 | #include "Library/Nature/NatureUtil.h" |
| 22 | #include "Library/Nerve/NerveSetupUtil.h" |
| 23 | #include "Library/Nerve/NerveUtil.h" |
| 24 | #include "Library/Player/PlayerUtil.h" |
| 25 | |
| 26 | #include "Util/ItemUtil.h" |
| 27 | #include "Util/PlayerUtil.h" |
| 28 | #include "Util/SensorMsgFunction.h" |
| 29 | |
| 30 | namespace { |
| 31 | NERVE_IMPL(Popn, Appear); |
| 32 | NERVE_IMPL(Popn, BlowDown); |
| 33 | NERVE_IMPL(Popn, Move); |
| 34 | NERVE_IMPL(Popn, Wait); |
| 35 | NERVE_IMPL(Popn, WaitRove); |
| 36 | NERVE_IMPL(Popn, MoveStart); |
| 37 | NERVE_IMPL(Popn, MoveEnd); |
| 38 | NERVE_IMPL(Popn, Turn); |
| 39 | |
| 40 | NERVES_MAKE_NOSTRUCT(Popn, MoveEnd); |
| 41 | NERVES_MAKE_STRUCT(Popn, Appear, BlowDown, Move, Wait, Turn, WaitRove, MoveStart); |
| 42 | } // namespace |
| 43 | |
| 44 | const al::EnemyStateBlowDownParam sBlowDownParam("BlowDown" , 15.0f, 30.0f, 1.0f, 0.997f, 20, 1); |
| 45 | |
| 46 | Popn::Popn(const char* actorName) : al::LiveActor(actorName) {} |
| 47 | |
| 48 | void Popn::init(const al::ActorInitInfo& info) { |
| 49 | al::initActorWithArchiveName(actor: this, initInfo: info, archiveName: mArchiveName, suffix: nullptr); |
| 50 | al::initNerve(actor: this, nerve: &NrvPopn.Appear, maxStates: 1); |
| 51 | mStateBlowDown = new al::EnemyStateBlowDown(this, &sBlowDownParam, "吹き飛び状態" ); |
| 52 | al::initNerveState(user: this, state: mStateBlowDown, nerve: &NrvPopn.BlowDown, hostName: "吹っ飛びやられ" ); |
| 53 | |
| 54 | al::setColliderFilterCollisionParts(this, |
| 55 | new al::CollisionPartsFilterSpecialPurpose("MoveLimit" )); |
| 56 | al::setColliderReactMovePower(this, 1); |
| 57 | |
| 58 | al::initJointControllerKeeper(this, 1); |
| 59 | al::initJointGlobalQuatController(this, &mQuat, "AllRoot" ); |
| 60 | |
| 61 | makeActorAlive(); |
| 62 | } |
| 63 | |
| 64 | void Popn::attackSensor(al::HitSensor* self, al::HitSensor* other) { |
| 65 | if (al::isNerve(user: this, nerve: &NrvPopn.BlowDown)) |
| 66 | return; |
| 67 | |
| 68 | if (al::isNerve(user: this, nerve: &NrvPopn.Appear) && al::isLessStep(user: this, step: 80)) |
| 69 | return; |
| 70 | |
| 71 | if (al::isSensorEnemyBody(self) && al::isSensorEnemyBody(other) && |
| 72 | !al::isNerve(user: this, nerve: &NrvPopn.Move)) |
| 73 | al::sendMsgPushAndKillVelocityToTarget(this, self, other); |
| 74 | |
| 75 | if (al::isSensorEnemyAttack(self)) |
| 76 | rs::sendMsgPushToPlayer(source: other, target: self) || al::sendMsgEnemyAttack(receiver: other, sender: self); |
| 77 | } |
| 78 | |
| 79 | bool Popn::receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) { |
| 80 | if (rs::isMsgNpcScareByEnemy(message)) |
| 81 | return true; |
| 82 | if (rs::isMsgKillByShineGet(message) || rs::isMsgKillByHomeDemo(message)) { |
| 83 | al::tryKillEmitterAndParticleAll(this); |
| 84 | kill(); |
| 85 | return true; |
| 86 | } |
| 87 | |
| 88 | // TODO: Fix the hacky match here |
| 89 | bool isDisregard = al::isMsgPlayerDisregard(msg: message); |
| 90 | auto* nrv = &NrvPopn.BlowDown; |
| 91 | __asm__("" ::[nrv] "r" (nrv)); |
| 92 | if (isDisregard) |
| 93 | return al::isNerve(user: this, nerve: nrv); |
| 94 | |
| 95 | __asm__("" ); |
| 96 | if (al::isNerve(user: this, nerve: nrv)) |
| 97 | return false; |
| 98 | |
| 99 | if (al::isSensorEnemyAttack(self)) |
| 100 | return false; |
| 101 | if (al::isNerve(user: this, nerve: &NrvPopn.Appear) && al::isLessStep(user: this, step: 15)) |
| 102 | return false; |
| 103 | if (al::tryReceiveMsgPushAndAddVelocityH(this, message, other, self, 2.0f)) |
| 104 | return true; |
| 105 | |
| 106 | if (rs::isMsgCapAttack(message) || rs::isMsgBlowDown(message) || |
| 107 | rs::isMsgSeedAttackHold(message) || rs::isMsgWanwanEnemyAttack(message) || |
| 108 | rs::isMsgTankExplosion(message) || rs::isMsgTankBullet(message)) { |
| 109 | al::tryDeleteEffect(this, "PopnAppear" ); |
| 110 | rs::requestHitReactionToAttacker(message, self, other); |
| 111 | |
| 112 | if (mIsGenerateItem) |
| 113 | rs::setAppearItemFactorAndOffsetByMsg(actor: this, msg: message, sensor: other); |
| 114 | |
| 115 | mStateBlowDown->start(other, self); |
| 116 | al::invalidateClipping(actor: this); |
| 117 | al::setNerve(user: this, nerve: &NrvPopn.BlowDown); |
| 118 | |
| 119 | if (rs::isMsgTankBullet(message) || rs::isMsgSeedAttackHold(message) || |
| 120 | rs::isMsgTankExplosion(message)) |
| 121 | return true; |
| 122 | |
| 123 | return al::isMsgKickStoneAttackHold(msg: message); |
| 124 | } |
| 125 | |
| 126 | return false; |
| 127 | } |
| 128 | |
| 129 | void Popn::control() { |
| 130 | sead::Vector3f frontDir; |
| 131 | al::calcFrontDir(front: &frontDir, actor: this); |
| 132 | |
| 133 | sead::Vector3f groundNormal = sead::Vector3f::ey; |
| 134 | if (al::isOnGround(this, 0) && mIsFollowGroundNormal) |
| 135 | groundNormal.set(al::getCollidedGroundNormal(this)); |
| 136 | |
| 137 | sead::Vector3f up; |
| 138 | al::calcQuatUp(out: &up, quat: mQuat); |
| 139 | al::lerpVec(&up, up, groundNormal, 0.18f); |
| 140 | |
| 141 | sead::Quatf upFront; |
| 142 | al::makeQuatUpFront(outQuat: &upFront, up, front: frontDir); |
| 143 | mQuat.set(upFront); |
| 144 | |
| 145 | if (al::isInDeathArea(actor: this) || al::isCollidedFloorCode(this, "DamageFire" ) || |
| 146 | al::isCollidedFloorCode(this, "Needle" ) || al::isCollidedFloorCode(this, "Poison" ) || |
| 147 | al::isInWater(this)) { |
| 148 | al::startHitReaction(actor: this, name: "死亡" ); |
| 149 | kill(); |
| 150 | } |
| 151 | } |
| 152 | |
| 153 | void Popn::appearByGenerater(const sead::Vector3f& pos, s32 color, bool isAppear, |
| 154 | bool isGenerateItem) { |
| 155 | mIsGenerateItem = isGenerateItem; |
| 156 | |
| 157 | al::resetPosition(actor: this, trans: pos); |
| 158 | al::setScale(actor: this, scale: sead::Vector3f::ones); |
| 159 | |
| 160 | al::LiveActor* nearestPlayerActor = al::tryFindNearestPlayerActor(this); |
| 161 | if (nearestPlayerActor) |
| 162 | al::faceToTarget(actor: this, target: nearestPlayerActor); |
| 163 | |
| 164 | if (isAppear) { |
| 165 | al::startAction(actor: this, actionName: "Appear" ); |
| 166 | al::setNerve(user: this, nerve: &NrvPopn.Appear); |
| 167 | } else { |
| 168 | al::startAction(actor: this, actionName: "Wait" ); |
| 169 | al::setNerve(user: this, nerve: &NrvPopn.Wait); |
| 170 | } |
| 171 | |
| 172 | if (!mIsAngry) { |
| 173 | al::startMtpAnimAndSetFrameAndStop(this, "Color" , color); |
| 174 | al::startMclAnimAndSetFrameAndStop(this, "Color" , color); |
| 175 | } |
| 176 | |
| 177 | appear(); |
| 178 | |
| 179 | if (mIsAngry) { |
| 180 | al::emitEffect(this, "RedEyes" , nullptr); |
| 181 | mAwakeDistance = 4500.0f; |
| 182 | } |
| 183 | } |
| 184 | |
| 185 | inline bool shouldAwake(f32 awakeDistance, al::LiveActor* popn) { |
| 186 | al::LiveActor* nearestPlayerActor = al::tryFindNearestPlayerActor(popn); |
| 187 | if (!nearestPlayerActor) |
| 188 | return false; |
| 189 | return al::calcDistance(actor: nearestPlayerActor, trans: al::getTrans(actor: popn)) < awakeDistance; |
| 190 | } |
| 191 | |
| 192 | inline void applyInertia(al::LiveActor* popn) { |
| 193 | if (al::isOnGround(popn, 0)) { |
| 194 | al::scaleVelocity(actor: popn, factor: 0.8f); |
| 195 | al::addVelocityToGravityFittedGround(actor: popn, force: 0.55f, maxAirTime: 0); |
| 196 | } else { |
| 197 | al::scaleVelocityHV(actor: popn, factorH: 0.997f, factorV: 0.99f); |
| 198 | al::addVelocityToGravity(actor: popn, force: 0.55f); |
| 199 | } |
| 200 | } |
| 201 | |
| 202 | void Popn::exeAppear() { |
| 203 | if (al::isFirstStep(user: this)) |
| 204 | al::tryStartActionIfNotPlaying(actor: this, actionName: "Appear" ); |
| 205 | |
| 206 | applyInertia(popn: this); |
| 207 | |
| 208 | if (al::isActionEnd(actor: this)) { |
| 209 | if (shouldAwake(awakeDistance: mAwakeDistance, popn: this)) |
| 210 | al::setNerve(user: this, nerve: &NrvPopn.Turn); |
| 211 | else |
| 212 | al::setNerve(user: this, nerve: &NrvPopn.Wait); |
| 213 | } |
| 214 | } |
| 215 | |
| 216 | void Popn::exeWait() { |
| 217 | if (al::isFirstStep(user: this)) |
| 218 | al::startAction(actor: this, actionName: "Wait" ); |
| 219 | |
| 220 | applyInertia(popn: this); |
| 221 | |
| 222 | if (shouldAwake(awakeDistance: mAwakeDistance, popn: this) && al::isOnGround(this, 0)) { |
| 223 | al::setNerve(user: this, nerve: &NrvPopn.Turn); |
| 224 | return; |
| 225 | } |
| 226 | |
| 227 | s32 nerveStep = al::getNerveStep(user: this); |
| 228 | s32 actionFrameMax = al::getActionFrameMax(actor: this, actionName: "Wait" ); |
| 229 | if (nerveStep % actionFrameMax == 0) { |
| 230 | if (al::getRandom(max: 1.0f) < 0.3f) { |
| 231 | al::setNerve(user: this, nerve: &NrvPopn.WaitRove); |
| 232 | return; |
| 233 | } |
| 234 | } |
| 235 | } |
| 236 | |
| 237 | void Popn::exeWaitRove() { |
| 238 | if (al::isFirstStep(user: this)) |
| 239 | al::startAction(actor: this, actionName: "WaitRove" ); |
| 240 | |
| 241 | applyInertia(popn: this); |
| 242 | |
| 243 | if (shouldAwake(awakeDistance: mAwakeDistance, popn: this)) { |
| 244 | al::setNerve(user: this, nerve: &NrvPopn.Turn); |
| 245 | return; |
| 246 | } |
| 247 | |
| 248 | if (al::isActionEnd(actor: this)) |
| 249 | al::setNerve(user: this, nerve: &NrvPopn.Wait); |
| 250 | } |
| 251 | |
| 252 | void Popn::exeTurn() { |
| 253 | if (al::isFirstStep(user: this)) |
| 254 | al::startAction(actor: this, actionName: "Turn" ); |
| 255 | |
| 256 | applyInertia(popn: this); |
| 257 | |
| 258 | if (!shouldAwake(awakeDistance: mAwakeDistance + 500.0f, popn: this)) { |
| 259 | al::setNerve(user: this, nerve: &NrvPopn.Wait); |
| 260 | return; |
| 261 | } |
| 262 | |
| 263 | f32 turnSpeed = mIsAngry ? 7.0f : 6.0f; |
| 264 | s32 nerveStep = al::getNerveStep(user: this); |
| 265 | s32 maxNerveStep = mIsAngry ? 21 : 35; |
| 266 | if (nerveStep >= 20) |
| 267 | turnSpeed *= (f32)(maxNerveStep - nerveStep) / (f32)(maxNerveStep - 20); |
| 268 | |
| 269 | const sead::Vector3f& nearestPlayerPos = al::findNearestPlayerPos(this); |
| 270 | const sead::Vector3f& trans = al::getTrans(actor: this); |
| 271 | sead::Vector3f diff; |
| 272 | |
| 273 | diff.x = nearestPlayerPos.x - trans.x; |
| 274 | diff.y = nearestPlayerPos.y - trans.y; |
| 275 | diff.z = nearestPlayerPos.z - trans.z; |
| 276 | |
| 277 | if (!al::tryNormalizeOrZero(out: &diff)) |
| 278 | al::calcFrontDir(front: &diff, actor: this); |
| 279 | |
| 280 | if (rs::isPlayerHackTRex(this)) |
| 281 | diff.negate(); |
| 282 | |
| 283 | al::turnToDirection(actor: this, dir: diff, deg: turnSpeed); |
| 284 | |
| 285 | if (nerveStep >= maxNerveStep) |
| 286 | return al::setNerve(user: this, nerve: &NrvPopn.MoveStart); |
| 287 | } |
| 288 | |
| 289 | void Popn::exeMoveStart() { |
| 290 | if (al::isFirstStep(user: this)) |
| 291 | al::startAction(actor: this, actionName: "MoveStart" ); |
| 292 | |
| 293 | applyInertia(popn: this); |
| 294 | |
| 295 | if (al::isActionEnd(actor: this)) |
| 296 | al::setNerve(user: this, nerve: &NrvPopn.Move); |
| 297 | } |
| 298 | |
| 299 | void Popn::exeMove() { |
| 300 | if (al::isFirstStep(user: this)) { |
| 301 | al::startAction(actor: this, actionName: "Move" ); |
| 302 | al::setVelocityZero(this); |
| 303 | |
| 304 | al::addVelocityToFront(actor: this, force: mIsAngry ? 17.0f : 8.1f); |
| 305 | al::addVelocityY(actor: this, y: mIsAngry ? 15.0f : 12.2f); |
| 306 | |
| 307 | sead::Vector3f inertia; |
| 308 | sead::Vector3f velocity = al::getVelocity(actor: this); |
| 309 | |
| 310 | al::normalize(vec: &velocity); |
| 311 | al::calcJumpInertia(&inertia, this, velocity, 0.7f); |
| 312 | al::addVelocity(actor: this, vel: inertia); |
| 313 | } |
| 314 | |
| 315 | applyInertia(popn: this); |
| 316 | |
| 317 | if (al::isOnGround(this, 0)) { |
| 318 | al::setVelocityZero(this); |
| 319 | al::startAction(actor: this, actionName: "MoveEnd" ); |
| 320 | al::setNerve(user: this, nerve: &MoveEnd); |
| 321 | } |
| 322 | } |
| 323 | |
| 324 | void Popn::exeMoveEnd() { |
| 325 | applyInertia(popn: this); |
| 326 | |
| 327 | if (al::isActionEnd(actor: this)) |
| 328 | al::setNerve(user: this, nerve: &NrvPopn.Turn); |
| 329 | } |
| 330 | |
| 331 | void Popn::exeBlowDown() { |
| 332 | if (al::isFirstStep(user: this)) |
| 333 | al::onCollide(actor: this); |
| 334 | |
| 335 | if (al::updateNerveState(user: this)) { |
| 336 | al::startHitReaction(actor: this, name: "死亡" ); |
| 337 | if (mIsGenerateItem) |
| 338 | al::appearItem(actor: this); |
| 339 | al::validateClipping(actor: this); |
| 340 | kill(); |
| 341 | } |
| 342 | } |
| 343 | |