| 1 | #include "Npc/RaceAudienceNpc.h" |
| 2 | |
| 3 | #include "Library/LiveActor/ActorActionFunction.h" |
| 4 | #include "Library/LiveActor/ActorInitUtil.h" |
| 5 | #include "Library/Math/MathUtil.h" |
| 6 | #include "Library/Nerve/NerveSetupUtil.h" |
| 7 | #include "Library/Nerve/NerveUtil.h" |
| 8 | #include "Library/Placement/PlacementFunction.h" |
| 9 | |
| 10 | namespace { |
| 11 | NERVE_IMPL(RaceAudienceNpc, Wait); |
| 12 | NERVE_IMPL(RaceAudienceNpc, Dance); |
| 13 | NERVE_IMPL(RaceAudienceNpc, Jump); |
| 14 | NERVE_IMPL(RaceAudienceNpc, DanceRandom); |
| 15 | |
| 16 | NERVES_MAKE_STRUCT(RaceAudienceNpc, Wait, Dance, Jump, DanceRandom); |
| 17 | } // namespace |
| 18 | |
| 19 | RaceAudienceNpc::RaceAudienceNpc(const char* name) : al::LiveActor(name) {} |
| 20 | |
| 21 | void RaceAudienceNpc::init(const al::ActorInitInfo& info) { |
| 22 | al::initActor(actor: this, initInfo: info); |
| 23 | al::getArg(arg: (s32*)&mAudienceActionType, initInfo: info, key: "AudienceActionType" ); |
| 24 | switch (mAudienceActionType) { |
| 25 | case ActionType::Wait: |
| 26 | al::initNerve(actor: this, nerve: &NrvRaceAudienceNpc.Wait, maxStates: 0); |
| 27 | break; |
| 28 | case ActionType::Dance: |
| 29 | al::initNerve(actor: this, nerve: &NrvRaceAudienceNpc.Dance, maxStates: 0); |
| 30 | break; |
| 31 | case ActionType::Jump: |
| 32 | al::initNerve(actor: this, nerve: &NrvRaceAudienceNpc.Jump, maxStates: 0); |
| 33 | break; |
| 34 | } |
| 35 | makeActorAlive(); |
| 36 | } |
| 37 | |
| 38 | void RaceAudienceNpc::exeWait() { |
| 39 | if (al::isFirstStep(user: this)) |
| 40 | al::startAction(actor: this, actionName: "WaitHappy" ); |
| 41 | } |
| 42 | |
| 43 | void RaceAudienceNpc::exeDance() { |
| 44 | if (al::isFirstStep(user: this)) { |
| 45 | al::startAction(actor: this, actionName: "Excited" ); |
| 46 | mDanceTimer = al::getRandom(max: 600) + 600; |
| 47 | } |
| 48 | if (al::isGreaterEqualStep(user: this, step: mDanceTimer)) { |
| 49 | if (mAudienceActionType == ActionType::Jump) |
| 50 | al::setNerve(user: this, nerve: &NrvRaceAudienceNpc.Jump); |
| 51 | else |
| 52 | al::setNerve(user: this, nerve: &NrvRaceAudienceNpc.DanceRandom); |
| 53 | } |
| 54 | } |
| 55 | |
| 56 | void RaceAudienceNpc::exeDanceRandom() { |
| 57 | if (al::isFirstStep(user: this)) |
| 58 | al::startAction(actor: this, actionName: "ExcitedRandom" ); |
| 59 | if (al::isActionEnd(actor: this)) |
| 60 | al::setNerve(user: this, nerve: &NrvRaceAudienceNpc.Dance); |
| 61 | } |
| 62 | |
| 63 | void RaceAudienceNpc::exeJump() { |
| 64 | if (al::isFirstStep(user: this)) |
| 65 | al::startAction(actor: this, actionName: "ExcitedJump" ); |
| 66 | } |
| 67 | |