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#include "KingSystem/Resource/Actor/resResourceAttCheck.h"
namespace ksys::res {
void AttCheck::m4() {}
bool AttCheck::check() {
return true;
}
float AttCheck::m6() {
return -1.0;
}
bool AttCheckLine::parse(const CreateArg& arg) {
mRadius.init(0.0, "Radius", "半径", "Min=0,Max=10", &mObj);
mAsLineOfSight.init(false, "AsLineOfSight", "視線を透かすコリジョンを無視する", "", &mObj);
return true;
}
bool AttCheckArea::parse(const CreateArg& arg) {
mAttPos.init(&mObj);
mFromPlayer.init(false, "FromPlayer", "目標側基準", "", &mObj);
return true;
}
bool AttCheckAreaSphere::parse(const CreateArg& arg) {
mForceEditModelArea.init(false, "ForceEditModelArea", "(モデル範囲)強制編集", "", &mObj);
mRadius.init(0.0, "Radius", "(モデル範囲)半径", "Min=0.f,Max=100.f", &mObj);
mFixedRadius.init(-1.0, "FixedRadius", "(アテンション範囲)半径", "Min=-1.f,Max=100.f", &mObj);
mForceEditMargin.init(false, "ForceEditMargin", "(あそびの範囲)強制編集", "", &mObj);
mMarginRadius.init(1.0, "MarginRadius", "(あそびの範囲)半径", "Min=0.f,Max=100.f", &mObj);
return AttCheckArea::parse(arg);
}
bool AttCheckAreaFan::parse(const CreateArg& arg) {
mAngleCheckIgnoreLockOn.init(false, "AngleCheckIgnoreLockOn", "ロックオン時も角度チェック有効",
"", &mObj);
mForceEditModelArea.init(false, "ForceEditModelArea", "(モデル範囲)強制編集", "", &mObj);
mRadius.init(0.0, "Radius", "(モデル範囲)半径", "Min=0.f,Max=100.f", &mObj);
mTop.init(0.0, "Top", "(モデル範囲)上辺", "Min=-100.f,Max=100.f", &mObj);
mBottom.init(0.0, "Bottom", "(モデル範囲)下辺", "Min=-100.f,Max=100.f", &mObj);
mAngle.init(0.0, "Angle", "(アテンション範囲)角度", "Min=0.f,Max=3.1415f", &mObj);
mFixedRadius.init(-1.0, "FixedRadius", "(アテンション範囲)半径", "Min=-1.f,Max=100.f", &mObj);
mFixedTop.init(-1.0, "FixedTop", "(アテンション範囲)上辺", "Min=-1.f,Max=100.f", &mObj);
mFixedBottom.init(-1.0, "FixedBottom", "(アテンション範囲)下辺", "Min=-1.f,Max=100.f", &mObj);
mForceEditMargin.init(false, "ForceEditMargin", "(あそびの範囲)強制編集", "", &mObj);
mMarginRadius.init(1.0, "MarginRadius", "(あそびの範囲)半径", "Min=0.f,Max=100.f", &mObj);
mMarginTop.init(1.0, "MarginTop", "(あそびの範囲)上辺", "Min=0.f,Max=100.f", &mObj);
mMarginBottom.init(1.0, "MarginBottom", "(あそびの範囲)下辺", "Min=0.f,Max=100.f", &mObj);
return AttCheckArea::parse(arg);
}
bool AttCheckAreaCylinderFan::parse(const CreateArg& arg) {
mAngleCheckIgnoreLockOn.init(false, "AngleCheckIgnoreLockOn", "ロックオン時も角度チェック有効",
"", &mObj);
mForceEditModelArea.init(false, "ForceEditModelArea", "(モデル範囲)強制編集", "", &mObj);
mRadius.init(0.0, "Radius", "(モデル範囲)半径", "Min=0.f,Max=100.f", &mObj);
mTop.init(0.0, "Top", "(モデル範囲)上辺", "Min=-100.f,Max=100.f", &mObj);
mBottom.init(0.0, "Bottom", "(モデル範囲)下辺", "Min=-100.f,Max=100.f", &mObj);
mAngle.init(0.0, "Angle", "(アテンション範囲)角度", "Min=0.f,Max=3.1415f", &mObj);
mFixedRadiusCylinder.init(-1.0, "FixedRadiusCylinder", "(アテンション範囲)円柱の半径",
"Min=-1.f,Max=100.f", &mObj);
mFixedRadiusFan.init(-1.0, "FixedRadiusFan", "(アテンション範囲)扇形の半径",
"Min=-1.f,Max=100.f", &mObj);
mFixedTop.init(-1.0, "FixedTop", "(アテンション範囲)上辺", "Min=-1.f,Max=100.f", &mObj);
mFixedBottom.init(-1.0, "FixedBottom", "(アテンション範囲)下辺", "Min=-1.f,Max=100.f", &mObj);
mForceEditMargin.init(false, "ForceEditMargin", "(あそびの範囲)強制編集", "", &mObj);
mMarginRadiusCylinder.init(1.0, "MarginRadiusCylinder", "(あそびの範囲)円柱の半径",
"Min=0.f,Max=100.f", &mObj);
mMarginRadiusFan.init(1.0, "MarginRadiusFan", "(あそびの範囲)扇形の半径", "Min=0.f,Max=100.f",
&mObj);
mMarginTop.init(1.0, "MarginTop", "(あそびの範囲)上辺", "Min=0.f,Max=100.f", &mObj);
mMarginBottom.init(1.0, "MarginBottom", "(あそびの範囲)下辺", "Min=0.f,Max=100.f", &mObj);
return AttCheckArea::parse(arg);
}
bool AttCheckAreaBox::parse(const CreateArg& arg) {
mForceEditModelArea.init(false, "ForceEditModelArea", "(モデル範囲)強制編集", "", &mObj);
mMin.init(sead::Vector3f::zero, "Min", "(モデル範囲)最小", "Min=-100.f,Max=100.f", &mObj);
mMax.init(sead::Vector3f::zero, "Max", "(モデル範囲)最大", "Min=-100.f,Max=100.f", &mObj);
mFixedMin.init(-sead::Vector3f::ones, "FixedMin", "(アテンション範囲)最小",
"Min=-1.f,Max=100.f", &mObj);
mFixedMax.init(-sead::Vector3f::ones, "FixedMax", "(アテンション範囲)最大",
"Min=-1.f,Max=100.f", &mObj);
mForceEditMargin.init(false, "ForceEditMargin", "(あそびの範囲)強制編集", "", &mObj);
mMarginMin.init(sead::Vector3f::ones, "MarginMin", "(あそびの範囲)最小", "Min=-100.f,Max=100.f",
&mObj);
mMarginMax.init(sead::Vector3f::ones, "MarginMax", "(あそびの範囲)最大", "Min=-100.f,Max=100.f",
&mObj);
return AttCheckArea::parse(arg);
}
AttCheckEachOtherArea::AttCheckEachOtherArea(AttCheckType type) : AttCheck(type) {}
bool AttCheckEachOtherArea::parse(const CreateArg& arg) {
mForceEditModelArea.init(false, "ForceEditModelArea", "(モデル範囲)強制編集", "", &mObj);
mRadius.init(0.0, "Radius", "(モデル範囲)半径", "Min=0.f,Max=100.f", &mObj);
mTop.init(0.0, "Top", "(モデル範囲)上辺", "Min=-100.f,Max=100.f", &mObj);
mBottom.init(0.0, "Bottom", "(モデル範囲)下辺", "Min=-100.f,Max=100.f", &mObj);
mFixedRadius.init(-1.0, "FixedRadius", "(アテンション範囲)半径", "Min=-1.f,Max=100.f", &mObj);
mFixedTop.init(-1.0, "FixedTop", "(アテンション範囲)上辺", "Min=-1.f,Max=100.f", &mObj);
mFixedBottom.init(-1.0, "FixedBottom", "(アテンション範囲)下辺", "Min=-1.f,Max=100.f", &mObj);
mForceEditMargin.init(false, "ForceEditMargin", "(あそびの範囲)強制編集", "", &mObj);
mMarginRadius.init(1.0, "MarginRadius", "(あそびの範囲)半径", "Min=0.f,Max=100.f", &mObj);
mMarginTop.init(1.0, "MarginTop", "(あそびの範囲)上辺", "Min=0.f,Max=100.f", &mObj);
mMarginBottom.init(1.0, "MarginBottom", "(あそびの範囲)下辺", "Min=0.f,Max=100.f", &mObj);
mOffsetTop.init(0.0, "OffsetTop", "(アテンションを出される側の範囲オフセット)上辺",
"Min=-100,Max=100", &mObj);
mOffsetBottom.init(0.0, "OffsetBottom", "(アテンションを出される側の範囲オフセット)下辺",
"Min=-100,Max=100", &mObj);
return AttCheck::parse(arg);
}
bool AttCheckAngle::parse(const CreateArg& arg) {
mAttPos.init(&mObj);
mAngle.init(0.0, "Angle", "角度", "Min=0.f,Max=3.1415f", &mObj);
return AttCheck::parse(arg);
}
bool AttCheck::parse(const CreateArg& arg) {
return true;
}
namespace {
struct AttCheckFactory {
const char* name;
AttCheck* (*make)(AttCheckType type, sead::Heap* heap);
};
template <typename T>
constexpr AttCheckFactory makeFactory(const char* name) {
AttCheckFactory factory{};
factory.name = name;
factory.make = [](AttCheckType type, sead::Heap* heap) -> AttCheck* {
return new (heap) T(type);
};
return factory;
}
sead::SafeArray<AttCheckFactory, 19> sFactories{{
makeFactory<AttCheckLine>("Line"),
makeFactory<AttCheckScreen>("Screen"),
makeFactory<AttCheckAreaSphere>("AreaSphere"),
makeFactory<AttCheckAreaFan>("AreaFan"),
makeFactory<AttCheckAreaCylinderFan>("AreaCylinderFan"),
makeFactory<AttCheckAreaBox>("AreaBox"),
makeFactory<AttCheckEachOtherArea>("EachOtherArea"),
makeFactory<AttCheckAngle>("Angle"),
makeFactory<AttCheckWeight>("Weight"),
makeFactory<AttCheckRideHorse>("RideHorse"),
makeFactory<AttCheckRideSpace>("RideSpace"),
makeFactory<AttCheckSwim>("Swim"),
makeFactory<AttCheckCarry>("Carry"),
makeFactory<AttCheckNoCarry>("NoCarry"),
makeFactory<AttCheckGrab>("Grab"),
makeFactory<AttCheckBootFirstTower>("BootFirstTower"),
makeFactory<AttCheckFireContact>("FireContact"),
makeFactory<AttCheckCharacterOn>("CharacterOn"),
makeFactory<AttCheckUnderWater>("UnderWater"),
}};
} // namespace
AttCheck* AttCheck::make(const CreateArg& arg) {
const auto Parameters = agl::utl::getResParameterObj(arg.res_list, "Parameters");
if (!Parameters)
return nullptr;
int type = sFactories.size();
const auto CheckType = agl::utl::getResParameter(Parameters, "CheckType");
const sead::SafeString check_type_str = CheckType.getData<char>();
for (int i = 0; i < sFactories.size(); ++i) {
if (check_type_str == sFactories[i].name) {
type = i;
break;
}
}
if (type == sFactories.size())
return nullptr;
auto* check = sFactories[type].make(AttCheckType(type), arg.heap);
if (!check)
return nullptr;
if (!check->init(arg)) {
delete check;
return nullptr;
}
return check;
}
bool AttCheck::init(const AttCheck::CreateArg& arg) {
mList.addObj(&mObj, "Parameters");
mClient = arg.client;
return parse(arg);
}
} // namespace ksys::res
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