jak-project/goal_src/jak2/levels/sewer/gator.gc
Tyler Wilding e5d6ac1c41
d/jak2: second documentation PR and finish forest-scenes and palace-scenes (#2136)
Also fixes #2135

Co-authored-by: water <awaterford111445@gmail.com>
2023-01-21 20:26:51 -05:00

633 lines
23 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: gator.gc
;; name in dgo: gator
;; dgos: SEB, SWB
;; DECOMP BEGINS
(defskelgroup skel-gator amphibian amphibian-lod0-jg -1
((amphibian-lod0-mg (meters 20)) (amphibian-lod1-mg (meters 999999)))
:bounds (static-spherem 0 1 0 5.5)
)
(deftype gator (nav-enemy)
"Cannot take damage due to it overriding [[enemy::56]]"
((ocean-y float :offset-assert 604)
(lock-nav-target symbol :offset-assert 608)
(new-facing vector :inline :offset-assert 624)
(old-facing vector :inline :offset-assert 640)
(turn-time time-frame :offset-assert 656)
)
:heap-base #x220
:method-count-assert 182
:size-assert #x298
:flag-assert #xb602200298
(:methods
(attack-forward () _type_ :state 178)
(adjust-depth! (_type_) float 179)
(update-facing! (_type_ vector) vector 180)
(encircle-target! (_type_ float float symbol) time-frame 181)
)
)
(define *gator-nav-enemy-info*
(new 'static 'nav-enemy-info
:use-die-falling #t
:use-victory #f
:use-jump-blocked #f
:debug-draw-neck #f
:jump-debug-draw #f
:move-to-ground #f
:hover-if-no-ground #f
:idle-anim-script (new 'static 'array idle-control-frame 4
(new 'static 'idle-control-frame :command (ic-cmd push) :param0 #x1e)
(new 'static 'idle-control-frame :command (ic-cmd play) :anim #xd :param0 #x64 :param1 #x64)
(new 'static 'idle-control-frame)
(new 'static 'idle-control-frame)
)
:idle-anim 13
:notice-anim 13
:hostile-anim 14
:hit-anim 6
:knocked-anim 6
:knocked-land-anim 7
:die-anim 12
:die-falling-anim 21
:victory-anim -1
:jump-wind-up-anim 13
:jump-in-air-anim 13
:jump-land-anim 13
:neck-joint -1
:look-at-joint 12
:bullseye-joint 4
:sound-hit (static-sound-name "gator-hit")
:sound-die (static-sound-name "gator-die")
:notice-distance (meters 80)
:notice-distance-delta (meters 10)
:proximity-notice-distance (meters 40)
:default-hit-points 1
:gnd-collide-with (collide-spec backgnd)
:overlaps-others-collide-with-filter (collide-spec jak bot player-list)
:movement-gravity (meters -100)
:friction 0.8
:attack-shove-back (meters 3.5)
:attack-shove-up (meters 2)
:attack-mode 'generic
:attack-damage 2
:recover-gnd-collide-with (collide-spec backgnd crate obstacle hit-by-others-list pusher)
:jump-height-min (meters 3)
:jump-height-factor 0.5
:knocked-seek-ry-clamp 6371.5557
:knocked-soft-vxz-lo 72089.6
:knocked-soft-vxz-hi 108134.4
:knocked-soft-vy-lo 81920.0
:knocked-soft-vy-hi 122880.0
:knocked-medium-vxz-lo 147456.0
:knocked-medium-vxz-hi 196608.0
:knocked-medium-vy-lo 135168.0
:knocked-medium-vy-hi 151552.0
:knocked-hard-vxz-lo 78643.2
:knocked-hard-vxz-hi 117964.8
:knocked-hard-vy-lo 183500.8
:knocked-hard-vy-hi 209715.2
:knocked-huge-vxz-lo 164659.2
:knocked-huge-vxz-hi 249036.8
:knocked-huge-vy-lo 183500.8
:knocked-huge-vy-hi 217907.2
:knocked-yellow-vxz-lo 40960.0
:knocked-yellow-vxz-hi 49152.0
:knocked-yellow-vy-lo 57344.0
:knocked-yellow-vy-hi 81920.0
:knocked-red-vxz-lo 24576.0
:knocked-red-vxz-hi 196608.0
:knocked-red-vy-lo 94208.0
:knocked-red-vy-hi 151552.0
:knocked-blue-vxz-lo 40960.0
:knocked-blue-vxz-hi 49152.0
:knocked-blue-vy-lo 24576.0
:knocked-blue-vy-hi 81920.0
:shadow-size (meters 1)
:shadow-max-y (meters 1)
:shadow-min-y (meters -1)
:shadow-locus-dist (meters 150)
:gem-joint -1
:gem-offset (new 'static 'sphere :r 163840.0)
:callback-info #f
:use-momentum #f
:use-frustration #t
:use-stop-chase #f
:use-circling #t
:use-pacing #t
:walk-anim 13
:turn-anim -1
:run-anim 14
:taunt-anim -1
:run-travel-speed (meters 16)
:run-acceleration (meters 8)
:run-turning-acceleration (meters 40)
:walk-travel-speed (meters 4)
:walk-acceleration (meters 8)
:walk-turning-acceleration (meters 10)
:maximum-rotation-rate (degrees 200.00002)
:notice-nav-radius (meters 2)
:frustration-distance (meters 8)
:frustration-time (seconds 4)
:blocked-time (seconds 0.3)
:circle-dist-lo 20480.0
:circle-dist-hi 61440.0
:nav-mesh #f
)
)
(set! (-> *gator-nav-enemy-info* fact-defaults) *fact-info-enemy-defaults*)
(defmethod general-event-handler gator ((obj gator) (proc process) (arg2 int) (event-type symbol) (event event-message-block))
"Handles various events for the enemy
@TODO - unsure if there is a pattern for the events and this should have a more specific name"
(case event-type
(('hit-knocked)
(when (= (-> obj incoming knocked-type) (knocked-type knocked-type-4))
(set! (-> obj incoming knocked-type) (knocked-type knocked-type-0))
0
)
((method-of-type nav-enemy general-event-handler) obj proc arg2 event-type event)
)
(('track)
#f
)
(else
((method-of-type nav-enemy general-event-handler) obj proc arg2 event-type event)
)
)
)
(defmethod adjust-depth! gator ((obj gator))
"Changes the height based on the ocean depth
@see [[get-height]]"
(set! (-> obj ocean-y) (get-height *ocean* (-> obj root-override2 trans) #t))
(set! (-> obj root-override2 trans y) (+ -10240.0 (-> obj ocean-y)))
)
(defmethod update-facing! gator ((obj gator) (arg0 vector))
"Updates the `new-facing` vector"
(let ((matrix (quaternion->matrix (new 'stack-no-clear 'matrix) (-> obj root-override2 quat))))
(set! (-> arg0 quad) (-> matrix vector 2 quad))
)
arg0
)
(defmethod encircle-target! gator ((obj gator) (arg0 float) (arg1 float) (arg2 symbol))
"Core movement for the [[gator]], circles the target, charges at the target, etc
@params TODO - not sure, they all dont seem to do very much and this method is a mess"
(local-vars (v1-17 object) (a0-5 object))
(with-pp
(let ((f30-0 (vector-dot (-> obj new-facing) (-> obj old-facing)))
(s5-0 75)
(s4-0 (the-as art-joint-anim (if (> (-> obj skel active-channels) 0)
(-> obj skel root-channel 0 frame-group)
)
)
)
)
(b! (not arg2) cfg-26 :delay (nop!))
(set! s5-0 18)
(b! (>= f30-0 (cos (* 182.04445 arg0))) cfg-8 :delay #f)
(if (< (-> (vector-cross! (new 'stack-no-clear 'vector) (-> obj new-facing) (-> obj old-facing)) y) 0.0)
(set! s4-0 (the-as art-joint-anim (-> obj draw art-group data 40)))
(set! s4-0 (the-as art-joint-anim (-> obj draw art-group data 39)))
)
(b! #t cfg-25 :delay (nop!))
(label cfg-8)
(let ((v1-16 (< (cos (* 182.04445 arg1)) f30-0)))
(b! v1-16 cfg-23 :likely-delay (set! v1-17 v1-16))
)
(let ((v1-20 (if (> (-> obj skel active-channels) 0)
(-> obj skel root-channel 0 frame-group)
)
)
)
(b! (not v1-20) cfg-21 :likely-delay (set! a0-5 v1-20))
(let ((a1-3 (= v1-20 (-> obj draw art-group data 14))))
(b! a1-3 cfg-21 :likely-delay (set! a0-5 a1-3))
)
(let ((a1-4 (= v1-20 (-> obj draw art-group data 40))))
(b! a1-4 cfg-21 :likely-delay (set! a0-5 a1-4))
)
(set! a0-5 (= v1-20 (-> obj draw art-group data 39)))
)
(label cfg-21)
(b! (not a0-5) cfg-23 :delay (set! v1-17 #t))
(set! v1-17 #f)
(label cfg-23)
(if v1-17
(set! s4-0 (the-as art-joint-anim (-> obj draw art-group data 14)))
)
(label cfg-25)
(b! #t cfg-48 :delay (nop!))
(label cfg-26)
(b! (>= f30-0 (cos (* 182.04445 arg0))) cfg-31 :delay #f)
(if (< (-> (vector-cross! (new 'stack-no-clear 'vector) (-> obj new-facing) (-> obj old-facing)) y) 0.0)
(set! s4-0 (the-as art-joint-anim (-> obj draw art-group data 38)))
(set! s4-0 (the-as art-joint-anim (-> obj draw art-group data 37)))
)
(b! #t cfg-48 :delay (nop!))
(label cfg-31)
(if (or (< (cos (* 182.04445 arg1)) f30-0) (let ((v1-41 (if (> (-> obj skel active-channels) 0)
(-> obj skel root-channel 0 frame-group)
)
)
)
(not (and v1-41 (or (= v1-41 (-> obj draw art-group data 13))
(= v1-41 (-> obj draw art-group data 38))
(= v1-41 (-> obj draw art-group data 37))
)
)
)
)
)
(set! s4-0 (the-as art-joint-anim (-> obj draw art-group data 13)))
)
(label cfg-48)
(let ((v1-50 (if (> (-> obj skel active-channels) 0)
(-> obj skel root-channel 0 frame-group)
)
)
)
(when (and (not (and v1-50 (= v1-50 (the-as art-element s4-0))))
(>= (- (-> pp clock frame-counter) (the-as time-frame s5-0)) (-> obj turn-time))
)
(let ((f30-2 (/ (ja-frame-num 0) (the float (ja-num-frames 0)))))
(ja-channel-push! 1 (the-as time-frame s5-0))
(set! (-> obj skel root-channel 0 frame-group) s4-0)
(let ((s5-1 (-> obj skel root-channel 0)))
(set! (-> s5-1 num-func) num-func-identity)
(set! (-> s5-1 frame-num) (* f30-2 (the float (ja-num-frames 0))))
)
)
(let ((v0-4 (-> pp clock frame-counter)))
(set! (-> obj turn-time) v0-4)
v0-4
)
)
)
)
)
)
;; WARN: Return type mismatch vector vs none.
(defmethod track-target! gator ((obj gator))
"Does a lot of various things relating to interacting with the target
- tracks when the enemy was last drawn
- looks at the target and handles attacking
@TODO Not extremely well understood yet"
(let ((func (method-of-type nav-enemy track-target!)))
(func obj)
)
(adjust-depth! obj)
(set! (-> obj old-facing quad) (-> obj new-facing quad))
(update-facing! obj (-> obj new-facing))
(none)
)
(defmethod damage-amount-from-attack gator ((obj gator) (arg0 process) (arg1 event-message-block))
"@returns the amount of damage taken from an attack. This can come straight off the [[attack-info]] or via [[penetrate-using->damage]]"
0
)
;; WARN: Return type mismatch object vs none.
(defmethod go-hostile gator ((obj gator))
(go (method-of-object obj hostile))
(none)
)
(defmethod get-enemy-target gator ((obj gator))
"@returns the [[process-focusable]] that the enemy is currently focusing on, or [[#f]] otherwise"
(let ((enemy-target ((method-of-type nav-enemy get-enemy-target) obj)))
(if (and enemy-target
(< (+ 1024.0 (get-height *ocean* (get-trans enemy-target 0) #t)) (-> (get-trans enemy-target 1) y))
)
(set! enemy-target (the-as process-focusable #f))
)
enemy-target
)
)
(defmethod in-aggro-range? gator ((obj gator) (arg0 process-focusable) (arg1 vector))
"Should the enemy activate.
- if `activate-distance` is `0.0`, always true
- otherwise, check if the provided process is close enough
@param proc The process used to distance check
@returns true/false"
(let ((target-pos (new 'stack-no-clear 'vector)))
(when (and (= *target* arg0) (not arg1) (= (-> *target* control ground-pat material) (pat-material waterbottom)))
(set! (-> target-pos quad) (-> (get-trans arg0 0) quad))
(set! (-> target-pos y) (get-height *ocean* target-pos #t))
(set! arg1 target-pos)
)
)
((method-of-type nav-enemy in-aggro-range?) obj arg0 arg1)
)
(defstate hostile (gator)
:virtual #t
:trans (behavior ()
(let ((func (-> (method-of-type nav-enemy hostile) trans)))
(if func
(func)
)
)
(let ((enemy-target (get-enemy-target self)))
(when enemy-target
(let ((dir-to-target
(vector-! (new 'stack-no-clear 'vector) (get-trans enemy-target 0) (-> self root-override2 trans))
)
(nav-state (-> self nav state))
(s5-0 (new 'stack-no-clear 'vector))
)
(set! (-> s5-0 quad) (-> nav-state heading quad))
0
(let ((v1-10 (vector-normalize-ret-len! dir-to-target 1.0)))
(if (and (>= #x47000000 (the-as int v1-10)) (< (cos 5461.3335) (vector-dot dir-to-target s5-0)))
(go-virtual attack-forward)
)
)
)
)
)
(none)
)
:code (behavior ()
(let ((circle-for (get-rand-float-range self 0.9 1.1)))
(until #f
(encircle-target! self 2.0 0.5 #t)
(suspend)
(ja :num! (loop! circle-for))
)
)
#f
(none)
)
)
(defstate attack-forward (gator)
:virtual #t
:event (the-as (function process int symbol event-message-block object :behavior gator) enemy-event-handler)
:enter (behavior ()
(set! (-> self enemy-flags) (logior (enemy-flag actor-pause-backup) (-> self enemy-flags)))
(let ((_self self))
(if (not (logtest? (enemy-flag enemy-flag36) (-> _self enemy-flags)))
(set! (-> _self enemy-flags) (the-as enemy-flag (logior (enemy-flag enemy-flag38) (-> _self enemy-flags))))
)
(set! (-> _self enemy-flags) (the-as enemy-flag (logior (enemy-flag enemy-flag36) (-> _self enemy-flags))))
(set! (-> _self nav callback-info) (-> _self enemy-info-override callback-info))
)
0
(let ((__self self))
(set! (-> __self enemy-flags) (the-as enemy-flag (logior (enemy-flag enemy-flag37) (-> __self enemy-flags))))
)
0
(let ((nav-state (-> self nav state)))
(set! (-> nav-state speed) (* 1.25 (-> self enemy-info-override run-travel-speed)))
)
0
(set! (-> self lock-nav-target) #f)
(logior! (-> self focus-status) (focus-status dangerous))
(let* ((game-info *game-info*)
(id (+ (-> game-info attack-id) 1))
)
(set! (-> game-info attack-id) id)
(set! (-> self attack-id) id)
)
(none)
)
:exit (behavior ()
(logclear! (-> self enemy-flags) (enemy-flag actor-pause-backup))
(if (logtest? (-> self enemy-flags) (enemy-flag check-water))
(logior! (-> self focus-status) (focus-status dangerous))
(logclear! (-> self focus-status) (focus-status dangerous))
)
(none)
)
:trans (behavior ()
(let ((focus (handle->process (-> self focus handle))))
(if (not focus)
(react-to-focus self)
)
(set! (-> self focus-pos quad) (-> (get-trans (the-as process-focusable focus) 0) quad))
)
(cond
((-> self lock-nav-target)
)
((or (logtest? (-> self enemy-flags) (enemy-flag look-at-focus))
(logtest? (-> self nav state flags) (nav-state-flag at-target))
)
(set! (-> self lock-nav-target) #t)
(let ((nav (-> self nav)))
(set! (-> nav target-speed) (-> self enemy-info-override walk-travel-speed))
)
0
(let ((_nav (-> self nav)))
(set! (-> _nav acceleration) 131072.0)
)
0
(let ((velocity (new 'stack-no-clear 'vector)))
(let ((nav-state (-> self nav state)))
(set! (-> velocity quad) (-> nav-state velocity quad))
)
(vector-normalize! velocity 32768.0)
(vector+! velocity velocity (-> self root-override2 trans))
(let ((_nav-state (-> self nav state)))
(logclear! (-> _nav-state flags) (nav-state-flag directional-mode))
(logior! (-> _nav-state flags) (nav-state-flag target-poly-dirty))
(set! (-> _nav-state target-post quad) (-> velocity quad))
)
)
0
)
(else
(let ((__nav-state (-> self nav state))
(target-pos (-> self focus-pos))
)
(logclear! (-> __nav-state flags) (nav-state-flag directional-mode))
(logior! (-> __nav-state flags) (nav-state-flag target-poly-dirty))
(set! (-> __nav-state target-post quad) (-> target-pos quad))
)
0
)
)
(none)
)
:code (behavior ()
(ja-channel-push! 1 (seconds 0.07))
(ja-no-eval :group! (-> self draw art-group data 15)
:num! (seek! (the float (+ (-> (the-as art-joint-anim (-> self draw art-group data 15)) frames num-frames) -1)))
:frame-num (ja-aframe 0.0 0)
)
(ja-no-eval :group! (ja-group)
:num! (seek! (the float (+ (-> (ja-group) frames num-frames) -1)))
:frame-num 0.0
)
(until (ja-done? 0)
(let ((target-pos (new 'stack-no-clear 'vector)))
(let ((nav-state (-> self nav state)))
(set! (-> target-pos quad) (-> nav-state target-post quad))
)
(if (and (-> self lock-nav-target) (< (vector-vector-distance (-> self root-override2 trans) target-pos) 8192.0))
(react-to-focus self)
)
)
(suspend)
(ja :num! (seek!))
)
(react-to-focus self)
(none)
)
:post (the-as (function none :behavior gator) nav-enemy-travel-post)
)
(defstate pacing (gator)
:virtual #t
:code (behavior ()
(let ((circle-for? (get-rand-float-range self 0.9 1.1)))
(until #f
(encircle-target! self 2.0 0.5 #f)
(suspend)
(ja :num! (loop! circle-for?))
)
)
#f
(none)
)
)
(defstate stare (gator)
:virtual #t
:enter (behavior ()
(set! (-> self state-time) (-> self clock frame-counter))
(none)
)
:trans (behavior ()
(let ((func (-> (method-of-type nav-enemy stare) trans)))
(if func
(func)
)
)
(if (>= (- (-> self clock frame-counter) (-> self state-time)) (seconds 0.017))
(go-virtual pacing)
)
(none)
)
:code (behavior ()
(let ((circle-for? (get-rand-float-range self 0.9 1.1)))
(until #f
(encircle-target! self 2.0 0.5 #f)
(suspend)
(ja :num! (loop! circle-for?))
)
)
#f
(none)
)
)
(defmethod coin-flip? gator ((obj gator))
"@returns The result of a 50/50 RNG roll"
#f
)
(defmethod init-enemy-collision! gator ((obj gator))
"Initializes the [[collide-shape-moving]] and any ancillary tasks to make the enemy collide properly"
(let ((cshape (new 'process 'collide-shape-moving obj (collide-list-enum usually-hit-by-player))))
(set! (-> cshape dynam) (copy *standard-dynamics* 'process))
(set! (-> cshape reaction) cshape-reaction-default)
(set! (-> cshape no-reaction)
(the-as (function collide-shape-moving collide-query vector vector object) nothing)
)
(set! (-> cshape penetrated-by) (penetrate
generic-attack
lunge
flop
punch
spin
roll
uppercut
bonk
tube
vehicle
flut-attack
board
mech-punch
dark-punch
dark-giant
)
)
(let ((prim-group (new 'process 'collide-shape-prim-group cshape (the-as uint 4) 0)))
(set! (-> cshape total-prims) (the-as uint 5))
(set! (-> prim-group prim-core collide-as) (collide-spec enemy))
(set! (-> prim-group prim-core collide-with)
(collide-spec backgnd jak bot crate obstacle hit-by-others-list player-list)
)
(set! (-> prim-group prim-core action) (collide-action deadly no-standon))
(set-vector! (-> prim-group local-sphere) 0.0 8192.0 0.0 19660.8)
(set! (-> cshape root-prim) prim-group)
)
(let ((prim-sphere-1 (new 'process 'collide-shape-prim-sphere cshape (the-as uint 0))))
(set! (-> prim-sphere-1 prim-core collide-as) (collide-spec enemy))
(set! (-> prim-sphere-1 prim-core collide-with) (collide-spec jak bot crate hit-by-others-list player-list))
(set! (-> prim-sphere-1 prim-core action) (collide-action no-standon))
(set-vector! (-> prim-sphere-1 local-sphere) 0.0 4915.2 0.0 4915.2)
)
(let ((prim-sphere-2 (new 'process 'collide-shape-prim-sphere cshape (the-as uint 0))))
(set! (-> prim-sphere-2 prim-core collide-as) (collide-spec enemy))
(set! (-> prim-sphere-2 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> prim-sphere-2 prim-core action) (collide-action deadly))
(set! (-> prim-sphere-2 transform-index) 12)
(set-vector! (-> prim-sphere-2 local-sphere) 0.0 0.0 0.0 4096.0)
)
(let ((prim-sphere-3 (new 'process 'collide-shape-prim-sphere cshape (the-as uint 0))))
(set! (-> prim-sphere-3 prim-core collide-as) (collide-spec enemy))
(set! (-> prim-sphere-3 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> prim-sphere-3 transform-index) 20)
(set-vector! (-> prim-sphere-3 local-sphere) 0.0 0.0 0.0 4096.0)
)
(let ((prim-sphere-4 (new 'process 'collide-shape-prim-sphere cshape (the-as uint 0))))
(set! (-> prim-sphere-4 prim-core collide-as) (collide-spec enemy))
(set! (-> prim-sphere-4 prim-core collide-with) (collide-spec jak bot player-list))
(set! (-> prim-sphere-4 transform-index) 22)
(set-vector! (-> prim-sphere-4 local-sphere) 0.0 0.0 0.0 4505.6)
)
(set! (-> cshape nav-radius) 8192.0)
(let ((root-prim (-> cshape root-prim)))
(set! (-> cshape backup-collide-as) (-> root-prim prim-core collide-as))
(set! (-> cshape backup-collide-with) (-> root-prim prim-core collide-with))
)
(set! (-> cshape max-iteration-count) (the-as uint 3))
(set! (-> obj root-override2) cshape)
)
0
(none)
)
(defmethod init-enemy! gator ((obj gator))
"Common method called to initialize the enemy, typically sets up default field values and calls ancillary helper methods"
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-gator" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(init-enemy-behaviour-and-stats! obj *gator-nav-enemy-info*)
(let ((nav (-> obj nav)))
(set! (-> nav speed-scale) 1.0)
)
0
(set-gravity-length (-> obj root-override2 dynam) 573440.0)
(logior! (-> obj nav flags) (nav-control-flag momentum-ignore-heading))
(adjust-depth! obj)
(set! (-> obj turn-time) 0)
0
(none)
)