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GhostBehavior.cpp
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GhostBehavior.cpp
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#include "GhostBehavior.hpp"
#include "Useable.hpp"
#include "GhostIdentity.hpp"
#include "EMF.hpp"
#include "Scripts/HouseBoundary.hpp"
#include "Scripts/Player.hpp"
#include "Scripts/Ghost.hpp"
#include "Scripts/GhostReveal.hpp"
#include "easyscript/Namespace.hpp"
namespace Game {
namespace GhostBehaviors {
float Default::getCurrentSpeed() {
if (ghost->getState() == "Hunt") {
auto playerToChase = getPlayerToChase();
if (playerToChase.hasValue() && ghost->canSeePlayer(playerToChase)) {
speedup = Min(speedup + 0.0015f, 3.5f);
} else if (speedup != 0.0f) {
speedup = Max(speedup - 0.005f, 0.0f);
}
return 1.0f + speedup;
} else {
return 1.0f;
}
}
PlayerWDistance Default::getPlayerToChase() {
ghost->updateClosestPlayer();
return ghost->getClosestPlayer();
}
EMFLevel Default::getEMFLevel(EMFLevel expected) {
if (hasEvidence(Evidence::EMFLevelFive) && ghost->rng.GetBool(0.25f)) {
return EMFLevel::five;
} else {
return expected;
}
}
void Default::onStateChange(const eastl::string& nState) {
if (nState == "Hunt") {
speedup = 0.0f;
}
}
float Default::getBlinkSpeed() {
return ghost->rng.GetFloat(80.0f, 300.0f);
}
float Default::getThrowPower() {
return ghost->rng.GetFloat(0.25f, 1.75f);
}
RevealMode Default::getRevealMode(Player *player) {
// DNV
auto distance = ghost->getDistanceToPlayer(player);
if (distance < 2.0f) {
return RevealMode::standing;
} else if (distance < 10.0f) {
return RevealMode::chasing;
} else {
return RevealMode::airball;
}
}
void Wraith::FrequentUpdate(float) {
}
void Poltergeist::onInteraction(InteractionType::Type type) {
// Do multi-throw sometimes
if (type == InteractionType::throw_ && ghost->rng.GetBool(0.2f/*TBV*/)) {
for (unsigned it = ghost->rng.GetUInt(1, ghost->getCloseNodes().size()/*TBV*/); it != 0; it--) {
// TBV: Can each item only be thrown once?
ghost->tryInteract(InteractionType::throw_);
}
}
}
float Phantom::getBlinkSpeed() {
return ghost->rng.GetFloat(1000.0f, 2000.0f);
}
float Jinn::getCurrentSpeed() {
if (ghost->getState() == "Hunt") {
// Add speed if the ghost is able to see the player
auto player = getPlayerToChase();
if (ghost->canSeePlayer(player) && player.distance > 2.0f) {
return 2.5f;
}
}
return Default::getCurrentSpeed();
}
void Mare::onStateChange(const eastl::string &nState) {
Default::onStateChange(nState);
// If there are no lights turned on in room, far roam
if (!ghost->getCurrentRoom()->areAllLightsOff()) {
ghost->markNextRoamAsFar();
}
}
unsigned Mare::getHuntMultiplier() {
return ghost->getCurrentRoom()->areAllLightsOff()?10:-10;
}
float Revenant::getCurrentSpeed() {
if (ghost->getState() == "Hunt") {
// Add speed if the ghost is able to see the player
if (ghost->canSeePlayer(getPlayerToChase())) {
return 2.0f;
} else {
return 0.5f;
}
}
return 1.0f;
}
float Shade::getAgressionMultiplier() {
ghost->updateClosestPlayer();
if (ghost->getClosestPlayer().distance < 7.5f/*TBV*/) {
return 0.5f;
} else {
return 1.0f;
}
}
float Oni::getThrowPower() {
return ghost->rng.GetFloat(0.75f, 2.0f);
}
float Oni::getAgressionMultiplier() {
ghost->updateClosestPlayer();
if (ghost->getClosestPlayer().distance < 7.5f/*TBV*/) {
return 1.5f;
} else {
return 1.0f;
}
}
float Raiju::getCurrentSpeed() {
auto bSpeed = Default::getCurrentSpeed();
if (ghost->getState() == "Hunt") {
// Check if there is any turned on electronic turned on nearby
for (auto result : ghost->getCloseNodes()) {
if (ghost->levelManager->getHouse()->isNodeInside(result.node) && result.node->HasTag("Useable")) {
auto script = static_cast<Useable *>(result.node->GetComponent(result.node->GetName()));
if (script->isTurnedOn()) {
// Make it faster
bSpeed += 1.5f;
break;
}
}
}
}
// Return final speed
return bSpeed;
}
bool Obake::hasEvidence(Evidence::Type checkedFor) {
auto fres = Default::hasEvidence(checkedFor);
if (checkedFor == Evidence::Fingerprints && ghost->rng.GetBool(0.25f)) {
fres = false;
}
return fres;
}
}
eastl::unique_ptr<GhostBehavior> getGhostBehavior(GhostType t) {
# define handlecase(name) case GhostType::name: return eastl::make_unique<GhostBehaviors::name>()
switch (t) {
handlecase(Spirit);
handlecase(Wraith);
handlecase(Phantom);
handlecase(Poltergeist);
handlecase(Banshee);
handlecase(Jinn);
handlecase(Mare);
handlecase(Revenant);
handlecase(Shade);
handlecase(Demon);
handlecase(Yurei);
handlecase(Oni);
handlecase(Yokai);
handlecase(Hantu);
handlecase(Goryo);
handlecase(Myling);
handlecase(Onryo);
handlecase(Twins);
handlecase(Raiju);
handlecase(Obake);
handlecase(Mimic);
default: return nullptr;
}
}
}