OdysseyDecomp/src/Boss/Stacker/StackerStatePanic.cpp
2026-01-10 21:26:01 +00:00

222 lines
7.1 KiB
C++

#include "Boss/Stacker/StackerStatePanic.h"
#include "Library/LiveActor/ActorActionFunction.h"
#include "Library/LiveActor/ActorCollisionFunction.h"
#include "Library/LiveActor/ActorMovementFunction.h"
#include "Library/LiveActor/ActorPoseUtil.h"
#include "Library/LiveActor/ActorSensorUtil.h"
#include "Library/Math/MathUtil.h"
#include "Library/Nerve/NerveSetupUtil.h"
#include "Library/Nerve/NerveUtil.h"
#include "Boss/Stacker/Stacker.h"
#include "Util/PlayerUtil.h"
#include "Util/SensorMsgFunction.h"
namespace {
NERVE_IMPL(StackerStatePanic, Surprise)
NERVE_IMPL(StackerStatePanic, CapHit)
NERVE_IMPL(StackerStatePanic, Wait)
NERVE_IMPL(StackerStatePanic, RunStart)
NERVE_IMPL(StackerStatePanic, Run)
NERVE_IMPL(StackerStatePanic, Turn)
NERVES_MAKE_STRUCT(StackerStatePanic, Surprise, CapHit, Wait, RunStart, Run, Turn)
} // namespace
StackerStatePanic::StackerStatePanic(Stacker* stacker)
: ActorStateBase("パニック(帽子全ロスト)", stacker) {
initNerve(&NrvStackerStatePanic.Surprise, 0);
}
void StackerStatePanic::appear() {
al::LiveActor* actor = mActor;
_30 = 0;
_34 = 0;
_3c = 1.0f;
_38 = false;
f32 sensorRadius = al::getSensorRadius(actor, "Body");
al::setSensorRadius(actor, "Body", sensorRadius * 1.2f);
al::setNerve(this, &NrvStackerStatePanic.Surprise);
ActorStateBase::appear();
}
void StackerStatePanic::kill() {
al::LiveActor* actor = mActor;
f32 sensorRadius = al::getSensorRadius(actor, "Body");
al::setSensorRadius(actor, "Body", sensorRadius / 1.2f);
NerveStateBase::kill();
}
void StackerStatePanic::control() {
_34++;
if (_34 > 900 && !al::isNerve(this, &NrvStackerStatePanic.CapHit)) {
_38 = true;
al::setVelocityZero(mActor);
kill();
}
al::setScale(mActor, {_3c, _3c, _3c});
_3c = al::lerpValue(_3c, 1.0f, 0.12f);
}
void StackerStatePanic::attackSensor(al::HitSensor* self, al::HitSensor* other) {
if (al::isSensorEnemyAttack(self)) {
rs::sendMsgPushToPlayer(other, self);
return;
}
if (al::isSensorName(self, "CapReflect") && al::sendMsgPush(other, self))
_3c = 1.1f;
}
bool StackerStatePanic::receiveMsg(const al::SensorMsg* self, al::HitSensor* other,
al::HitSensor* hitSensor) {
if (_30 > 0)
return false;
if (al::isNerve(this, &NrvStackerStatePanic.Wait) ||
al::isNerve(this, &NrvStackerStatePanic.Surprise) ||
al::isNerve(this, &NrvStackerStatePanic.CapHit)) {
if (rs::isMsgCapReflect(self) || rs::isMsgStackerCapBoostAttack(self)) {
_30 = 10;
al::faceToTarget(mActor, rs::getPlayerPos(mActor));
al::startHitReaction(mActor, "逃げ中帽子ヒット");
rs::requestHitReactionToAttacker(self, hitSensor, other);
al::startAction(mActor, "PanicCapHit");
al::setNerve(this, &NrvStackerStatePanic.CapHit);
return true;
}
} else {
if (rs::isMsgCapAttack(self) || rs::isMsgStackerCapBoostAttack(self)) {
_30 = 10;
al::faceToTarget(mActor, rs::getPlayerPos(mActor));
al::startHitReaction(mActor, "逃げ中帽子ヒット");
rs::requestHitReactionToAttacker(self, hitSensor, other);
al::startAction(mActor, "PanicStart");
al::setNerve(this, &NrvStackerStatePanic.CapHit);
return true;
}
}
return false;
}
bool StackerStatePanic::receiveMsgDamage(const al::SensorMsg* self, al::HitSensor* other,
al::HitSensor* _hitSensor) {
if ((al::isMsgPlayerTrample(self) || rs::isMsgPlayerAndCapObjHipDropReflectAll(self)) &&
al::getVelocity(al::getSensorHost(other)).y < 0.0f &&
al::getTrans(mActor).y + 100.0f < al::getTrans(al::getSensorHost(other)).y) {
_3c = 1.0f;
al::startHitReaction(mActor, "踏まれ");
return true;
}
return false;
}
void StackerStatePanic::setIsRunAway(bool isRunAway) {
mIsRunAway = isRunAway;
}
void StackerStatePanic::exeSurprise() {
al::LiveActor* actor = mActor;
if (al::isFirstStep(this)) {
al::setVelocityZero(actor);
al::startAction(actor, "Surprise");
al::setVelocityZero(actor);
al::addVelocityToFront(actor, -35.0f);
}
al::addVelocityToGravity(actor, 3.0f);
al::scaleVelocity(actor, 0.9f);
if (al::isActionEnd(actor)) {
if (mIsRunAway)
al::setNerve(this, &NrvStackerStatePanic.RunStart);
else
al::setNerve(this, &NrvStackerStatePanic.Wait);
}
}
void StackerStatePanic::exeWait() {
al::LiveActor* actor = mActor;
if (_30 > 0)
_30--;
if (al::isFirstStep(this)) {
al::setVelocityZero(actor);
al::startAction(actor, "Panic");
}
if (mIsRunAway && al::isGreaterEqualStep(this, 80))
al::setNerve(this, &NrvStackerStatePanic.RunStart);
}
void StackerStatePanic::exeRunStart() {
al::LiveActor* actor = mActor;
if (al::isFirstStep(this)) {
al::setVelocityZero(actor);
al::startAction(actor, "PanicRunStart");
}
if (_30 > 0)
_30--;
sead::Vector3f dirToActorH;
al::calcDirToActorH(&dirToActorH, actor, rs::getPlayerPos(actor));
const sead::Vector3f targetDirection = -dirToActorH;
al::turnToDirection(actor, targetDirection, 0.8f);
al::addVelocityToFront(actor, 0.75f);
al::addVelocityToGravity(actor, 3.0f);
al::scaleVelocity(actor, 0.9f);
if (al::isActionEnd(actor)) {
al::setNerve(this, &NrvStackerStatePanic.Run);
return;
}
if (al::isCollidedWallVelocity(actor)) {
_24 = al::getCollidedWallNormal(actor);
al::setNerve(this, &NrvStackerStatePanic.Turn);
}
}
void StackerStatePanic::exeRun() {
al::LiveActor* actor = mActor;
if (al::isFirstStep(this))
al::startAction(actor, "PanicRun");
if (_30 > 0)
_30--;
sead::Vector3f targetDirection;
al::calcDirToActorH(&targetDirection, actor, rs::getPlayerPos(actor));
const sead::Vector3f dirToActorHMin = -targetDirection;
al::turnToDirection(actor, dirToActorHMin, 0.8f);
al::addVelocityToFront(actor, 0.75f);
al::addVelocityToGravity(actor, 3.0f);
al::scaleVelocity(actor, 0.9f);
if (al::isCollidedWallVelocity(actor)) {
_24 = al::getCollidedWallNormal(actor);
al::setNerve(this, &NrvStackerStatePanic.Turn);
}
}
void StackerStatePanic::exeTurn() {
al::LiveActor* actor = mActor;
if (al::isFirstStep(this))
al::setVelocityZero(actor);
if (_30 > 0)
_30--;
al::turnToDirection(actor, _24, 3.0f);
sead::Vector3f frontDir;
al::calcFrontDir(&frontDir, actor);
if (al::isNearDirection(frontDir, _24, 0.01f))
al::setNerve(this, &NrvStackerStatePanic.Run);
}
void StackerStatePanic::exeCapHit() {
al::LiveActor* actor = mActor;
if (al::isFirstStep(this)) {
al::setVelocityZero(actor);
al::addVelocityToFront(actor, -0.0f);
}
if (_30 > 0)
_30--;
if (al::isActionEnd(actor))
al::setNerve(this, &NrvStackerStatePanic.Wait);
}