| 1 | #include "MapObj/FurnitureStateWait.h" |
| 2 | |
| 3 | #include "Library/LiveActor/ActorPoseUtil.h" |
| 4 | #include "Library/Math/MathUtil.h" |
| 5 | #include "Library/Nerve/NerveSetupUtil.h" |
| 6 | #include "Library/Nerve/NerveUtil.h" |
| 7 | |
| 8 | #include "Util/PlayerCollisionUtil.h" |
| 9 | #include "Util/PlayerUtil.h" |
| 10 | |
| 11 | namespace { |
| 12 | NERVE_IMPL(FurnitureStateWait, Wait); |
| 13 | NERVE_IMPL(FurnitureStateWait, BindRequest); |
| 14 | |
| 15 | NERVES_MAKE_STRUCT(FurnitureStateWait, Wait, BindRequest); |
| 16 | } // namespace |
| 17 | |
| 18 | FurnitureStateWait::FurnitureStateWait(al::LiveActor* actor, FurnitureType furniture) |
| 19 | : al::ActorStateBase("待機" , actor), mFurnitureType(furniture) { |
| 20 | initNerve(nerve: &NrvFurnitureStateWait.Wait, stateCount: 0); |
| 21 | } |
| 22 | |
| 23 | void FurnitureStateWait::appear() { |
| 24 | al::NerveStateBase::appear(); |
| 25 | al::setNerve(user: this, nerve: &NrvFurnitureStateWait.Wait); |
| 26 | mIsPlayerNotOnGround = !rs::isPlayerOnGround(mActor); |
| 27 | mPlayerState = PlayerFurnitureState::Unbound; |
| 28 | } |
| 29 | |
| 30 | bool FurnitureStateWait::isEnableBindRequest() const { |
| 31 | return al::isNerve(user: this, nerve: &NrvFurnitureStateWait.BindRequest); |
| 32 | } |
| 33 | |
| 34 | void FurnitureStateWait::exeWait() { |
| 35 | al::LiveActor* actor = mActor; |
| 36 | |
| 37 | if (al::isFirstStep(user: this)) |
| 38 | mPlayerPos = rs::getPlayerPos(actor); |
| 39 | |
| 40 | bool isPlayerNoInput = rs::isPlayerNoInput(actor); |
| 41 | FurnitureType furniture = mFurnitureType; |
| 42 | bool isPlayerOnSomething = false; |
| 43 | |
| 44 | if (rs::isPlayerNoInput(actor)) { |
| 45 | if (furniture == FurnitureType::Chair) |
| 46 | isPlayerOnSomething = rs::isPlayerOnChairActor(actor); |
| 47 | if (furniture == FurnitureType::Bed) |
| 48 | isPlayerOnSomething = rs::isPlayerOnBedActor(actor); |
| 49 | } |
| 50 | |
| 51 | bool isPlayerOnGround = rs::isPlayerOnGround(actor); |
| 52 | const sead::Vector3f& newPlayerPos = rs::getPlayerPos(actor); |
| 53 | bool isPlayerStationary = al::isNearZero(vec: mPlayerPos - newPlayerPos); |
| 54 | mPlayerPos = newPlayerPos; |
| 55 | |
| 56 | if (!isPlayerOnSomething || !isPlayerNoInput || !isPlayerStationary) { |
| 57 | mIsPlayerNotOnGround = !isPlayerOnGround; |
| 58 | al::setNerve(user: this, nerve: &NrvFurnitureStateWait.Wait); |
| 59 | return; |
| 60 | } |
| 61 | if (mIsPlayerNotOnGround) { |
| 62 | sead::Vector3f frontDir = sead::Vector3f::zero; |
| 63 | rs::calcPlayerFrontDir(&frontDir, actor); |
| 64 | sead::Vector3f plane = sead::Vector3f::zero; |
| 65 | al::calcFrontDir(front: &plane, actor); |
| 66 | f32 angle = al::calcAngleOnPlaneDegree(a: frontDir, b: plane, vertical: sead::Vector3f::ey); |
| 67 | |
| 68 | if (90.0f < sead::Mathf::abs(x: angle)) |
| 69 | mPlayerState = PlayerFurnitureState::AirNotFacing; |
| 70 | else |
| 71 | mPlayerState = PlayerFurnitureState::AirFacing; |
| 72 | mIsPlayerNotOnGround = false; |
| 73 | return; |
| 74 | } |
| 75 | |
| 76 | s32 waitTime = (mFurnitureType == FurnitureType::Chair) ? 30 : 120; |
| 77 | if (al::isGreaterEqualStep(user: this, step: waitTime)) { |
| 78 | mPlayerState = PlayerFurnitureState::Bound; |
| 79 | al::setNerve(user: this, nerve: &NrvFurnitureStateWait.BindRequest); |
| 80 | } |
| 81 | } |
| 82 | |
| 83 | void FurnitureStateWait::exeBindRequest() { |
| 84 | al::LiveActor* actor = mActor; |
| 85 | FurnitureType furniture = mFurnitureType; |
| 86 | |
| 87 | if (!rs::isPlayerNoInput(actor)) { |
| 88 | al::setNerve(user: this, nerve: &NrvFurnitureStateWait.Wait); |
| 89 | return; |
| 90 | } |
| 91 | |
| 92 | bool isPlayerOnSomething = false; |
| 93 | if (furniture == FurnitureType::Bed) |
| 94 | isPlayerOnSomething = rs::isPlayerOnBedActor(actor); |
| 95 | if (furniture == FurnitureType::Chair) |
| 96 | isPlayerOnSomething = rs::isPlayerOnChairActor(actor); |
| 97 | if (!isPlayerOnSomething) |
| 98 | al::setNerve(user: this, nerve: &NrvFurnitureStateWait.Wait); |
| 99 | } |
| 100 | |