| 1 | #include "MapObj/CapSwitch.h" |
| 2 | |
| 3 | #include "Library/Collision/PartsConnector.h" |
| 4 | #include "Library/LiveActor/ActorActionFunction.h" |
| 5 | #include "Library/LiveActor/ActorClippingFunction.h" |
| 6 | #include "Library/LiveActor/ActorInitFunction.h" |
| 7 | #include "Library/LiveActor/ActorInitUtil.h" |
| 8 | #include "Library/LiveActor/ActorModelFunction.h" |
| 9 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 10 | #include "Library/LiveActor/ActorSensorUtil.h" |
| 11 | #include "Library/Math/MathUtil.h" |
| 12 | #include "Library/Nerve/NerveSetupUtil.h" |
| 13 | #include "Library/Nerve/NerveUtil.h" |
| 14 | #include "Library/Placement/PlacementFunction.h" |
| 15 | #include "Library/Stage/StageSwitchUtil.h" |
| 16 | #include "Library/Thread/FunctorV0M.h" |
| 17 | |
| 18 | #include "MapObj/AppearSwitchSave.h" |
| 19 | #include "Player/CapTargetInfo.h" |
| 20 | #include "Util/Hack.h" |
| 21 | #include "Util/PlayerUtil.h" |
| 22 | #include "Util/SensorMsgFunction.h" |
| 23 | |
| 24 | namespace { |
| 25 | NERVE_IMPL(CapSwitch, OffWaitInvalid); |
| 26 | NERVE_IMPL(CapSwitch, OffWait); |
| 27 | NERVE_IMPL(CapSwitch, OnWait); |
| 28 | NERVE_IMPL(CapSwitch, ReturnOff); |
| 29 | NERVE_IMPL(CapSwitch, OffWaitCapHold); |
| 30 | NERVE_IMPL(CapSwitch, HitReaction); |
| 31 | |
| 32 | NERVES_MAKE_NOSTRUCT(CapSwitch, HitReaction); |
| 33 | NERVES_MAKE_STRUCT(CapSwitch, OffWaitInvalid, OffWait, OnWait, ReturnOff, OffWaitCapHold); |
| 34 | } // namespace |
| 35 | |
| 36 | CapSwitch::CapSwitch(const char* name) : al::LiveActor(name) {} |
| 37 | |
| 38 | void CapSwitch::init(const al::ActorInitInfo& info) { |
| 39 | using CapSwitchFunctor = al::FunctorV0M<CapSwitch*, void (CapSwitch::*)()>; |
| 40 | |
| 41 | al::initActorWithArchiveName(actor: this, initInfo: info, archiveName: "CapSwitch" , suffix: nullptr); |
| 42 | |
| 43 | if (al::tryGetBoolArgOrFalse(initInfo: info, key: "IsNoReaction" )) |
| 44 | al::initNerve(actor: this, nerve: &NrvCapSwitch.OffWaitInvalid, maxStates: 0); |
| 45 | else { |
| 46 | al::initNerve(actor: this, nerve: &NrvCapSwitch.OffWait, maxStates: 0); |
| 47 | mMtxConnector = al::tryCreateMtxConnector(actor: this, info); |
| 48 | |
| 49 | if (al::isObjectName(initInfo: info, name: "CapSwitchSave" )) { |
| 50 | mAppearSwitchSave = new AppearSwitchSave(this, info); |
| 51 | if (mAppearSwitchSave->isOn()) { |
| 52 | al::tryOnStageSwitch(user: this, linkName: "CapAttackOn" ); |
| 53 | al::setNerve(user: this, nerve: &NrvCapSwitch.OnWait); |
| 54 | makeActorAlive(); |
| 55 | return; |
| 56 | } |
| 57 | } |
| 58 | |
| 59 | mCapTargetInfo = rs::createCapTargetInfo(this, nullptr); |
| 60 | |
| 61 | if (al::listenStageSwitchOnStart(user: this, action: CapSwitchFunctor(this, &CapSwitch::listenStart))) |
| 62 | al::setNerve(user: this, nerve: &NrvCapSwitch.OffWaitInvalid); |
| 63 | al::listenStageSwitchOn(user: this, eventName: "ResetSwitch" , |
| 64 | action: CapSwitchFunctor(this, &CapSwitch::listenReset)); |
| 65 | } |
| 66 | |
| 67 | makeActorAlive(); |
| 68 | } |
| 69 | |
| 70 | void CapSwitch::listenStart() { |
| 71 | al::setNerve(user: this, nerve: &NrvCapSwitch.OffWait); |
| 72 | } |
| 73 | |
| 74 | void CapSwitch::listenReset() { |
| 75 | if (isOn()) |
| 76 | al::setNerve(user: this, nerve: &NrvCapSwitch.ReturnOff); |
| 77 | } |
| 78 | |
| 79 | bool CapSwitch::receiveMsg(const al::SensorMsg* msg, al::HitSensor* other, al::HitSensor* self) { |
| 80 | if (al::isNerve(user: this, nerve: &NrvCapSwitch.OffWaitInvalid)) |
| 81 | return rs::isMsgPlayerDisregardHomingAttack(msg); |
| 82 | |
| 83 | if (rs::isMsgCapStartLockOn(msg) && al::isNerve(user: this, nerve: &NrvCapSwitch.OffWait)) |
| 84 | return true; |
| 85 | |
| 86 | if (rs::tryReceiveMsgInitCapTargetAndSetCapTargetInfo(msg, mCapTargetInfo)) { |
| 87 | rs::tryGetFlyingCapPos(&mFlyingCapPos, this); |
| 88 | al::invalidateClipping(actor: this); |
| 89 | al::setNerve(user: this, nerve: &NrvCapSwitch.OffWaitCapHold); |
| 90 | return true; |
| 91 | } |
| 92 | |
| 93 | if ((rs::isMsgCapKeepLockOn(msg) || rs::isMsgCapIgnoreCancelLockOn(msg)) && |
| 94 | al::isNerve(user: this, nerve: &NrvCapSwitch.OffWaitCapHold)) |
| 95 | return true; |
| 96 | |
| 97 | if (rs::isMsgCapCancelLockOn(msg)) |
| 98 | return true; |
| 99 | |
| 100 | return false; |
| 101 | } |
| 102 | |
| 103 | void CapSwitch::initAfterPlacement() { |
| 104 | if (mMtxConnector) |
| 105 | al::attachMtxConnectorToCollision(mtxConnector: mMtxConnector, actor: this, false); |
| 106 | } |
| 107 | |
| 108 | void CapSwitch::control() { |
| 109 | if (!al::isNerve(user: this, nerve: &NrvCapSwitch.OffWaitInvalid) && mMtxConnector) |
| 110 | al::connectPoseQT(actor: this, mtxConnector: mMtxConnector); |
| 111 | } |
| 112 | |
| 113 | void CapSwitch::exeOffWait() { |
| 114 | if (al::isFirstStep(user: this)) { |
| 115 | al::validateClipping(actor: this); |
| 116 | al::validateHitSensors(this); |
| 117 | al::startAction(actor: this, actionName: "OffWait" ); |
| 118 | } |
| 119 | } |
| 120 | |
| 121 | void CapSwitch::exeOffWaitCapHold() { |
| 122 | if (al::isFirstStep(user: this)) { |
| 123 | al::startAction(actor: this, actionName: "HitReaction" ); |
| 124 | mPlayerPos = rs::getPlayerPos(this); |
| 125 | } |
| 126 | |
| 127 | sead::Vector3f hitTargetPos = sead::Vector3f::zero; |
| 128 | al::calcJointPos(&hitTargetPos, actor: this, "HatTarget" ); |
| 129 | |
| 130 | sead::Vector3f frontDir = sead::Vector3f::ez; |
| 131 | al::calcFrontDir(front: &frontDir, actor: this); |
| 132 | |
| 133 | f32 angle = al::isNearZero(value: (hitTargetPos - mPlayerPos).normalize()) ? |
| 134 | 0.0f : |
| 135 | al::calcAngleDegree(a: frontDir, b: hitTargetPos - mPlayerPos); |
| 136 | |
| 137 | sead::Vector3f dir = |
| 138 | sead::Vector3f(0, al::isLeftTarget(actor: this, pos: mPlayerPos) ? -angle : angle, 270.0f); |
| 139 | |
| 140 | mCapTargetInfo->setFollowLockOnMtx(jointName: "HatTarget" , localTrans: sead::Vector3f::zero, localRotate: dir); |
| 141 | |
| 142 | if (al::isActionPlaying(actor: this, actionName: "HitReaction" ) && al::isActionEnd(actor: this)) |
| 143 | al::startAction(actor: this, actionName: mIsFacingFront ? "HitReactionKeepFront" : "HitReactionKeepBack" ); |
| 144 | |
| 145 | if (al::isGreaterEqualStep(user: this, step: 30)) { |
| 146 | rs::requestLockOnCapHitReaction(this, mCapTargetInfo, "帽子スイッチをオンにした" ); |
| 147 | al::setNerve(user: this, nerve: &HitReaction); |
| 148 | } |
| 149 | } |
| 150 | |
| 151 | void CapSwitch::exeHitReaction() { |
| 152 | if (al::isFirstStep(user: this)) { |
| 153 | al::startHitReaction(actor: this, name: "起動" ); |
| 154 | al::startAction(actor: this, actionName: mIsFacingFront ? "HitReactionFront" : "HitReactionBack" ); |
| 155 | } |
| 156 | |
| 157 | if (al::isActionEnd(actor: this)) { |
| 158 | al::tryOnStageSwitch(user: this, linkName: "CapAttackOn" ); |
| 159 | if (mAppearSwitchSave) { |
| 160 | mAppearSwitchSave->onSwitch(); |
| 161 | al::tryOnStageSwitch(user: this, linkName: "CapAttackFirstOn" ); |
| 162 | } |
| 163 | al::setNerve(user: this, nerve: &NrvCapSwitch.OnWait); |
| 164 | } |
| 165 | } |
| 166 | |
| 167 | void CapSwitch::exeOnWait() { |
| 168 | if (al::isFirstStep(user: this)) { |
| 169 | al::invalidateHitSensors(this); |
| 170 | al::validateClipping(actor: this); |
| 171 | al::startAction(actor: this, actionName: mIsFacingFront ? "OnWaitFront" : "OnWaitBack" ); |
| 172 | } |
| 173 | } |
| 174 | |
| 175 | void CapSwitch::exeReturnOff() { |
| 176 | if (al::isFirstStep(user: this)) |
| 177 | al::startAction(actor: this, actionName: mIsFacingFront ? "OffFront" : "OffBack" ); |
| 178 | |
| 179 | if (al::isActionEnd(actor: this)) { |
| 180 | al::tryOffStageSwitch(user: this, linkName: "CapAttackOn" ); |
| 181 | al::setNerve(user: this, nerve: &NrvCapSwitch.OffWait); |
| 182 | } |
| 183 | } |
| 184 | |
| 185 | void CapSwitch::exeOffWaitInvalid() {} |
| 186 | |
| 187 | bool CapSwitch::isOn() const { |
| 188 | return al::isNerve(user: this, nerve: &NrvCapSwitch.OnWait); |
| 189 | } |
| 190 | |