;;-*-Lisp-*-
(in-package goal)

(import "goal_src/jak1/import/babak-ag.gc")

;; definition of type babak
(deftype babak (nav-enemy)
  ()
  :heap-base #x120
  :method-count-assert 76
  :size-assert         #x190
  :flag-assert         #x4c01200190
  (:states
    babak-run-to-cannon
    )
  )

;; definition for method 3 of type babak
(defmethod inspect babak ((obj babak))
  (let ((t9-0 (method-of-type nav-enemy inspect)))
    (t9-0 obj)
    )
  obj
  )

;; failed to figure out what this is:
(defskelgroup *babak-sg* babak babak-lod0-jg -1
              ((babak-lod0-mg (meters 20)) (babak-lod1-mg (meters 40)) (babak-lod2-mg (meters 999999)))
              :bounds (static-spherem 0 2 0 3)
              :longest-edge (meters 1)
              :shadow babak-shadow-mg
              )

;; failed to figure out what this is:
(defstate nav-enemy-patrol (babak)
  :virtual #t
  :code (behavior ()
    (cond
      ((ja-group? babak-give-up-hop-ja)
       (ja-channel-push! 1 (seconds 0.15))
       (ja-no-eval :group! babak-walk-ja :num! (seek!) :frame-num (ja-aframe 12.0 0))
       (until (ja-done? 0)
         (suspend)
         (ja :num! (seek!))
         )
       )
      (else
        (ja-channel-push! 1 (seconds 0.2))
        )
      )
    ((the-as (function none) (-> (method-of-type nav-enemy nav-enemy-patrol) code)))
    (none)
    )
  )

;; failed to figure out what this is:
(defstate nav-enemy-chase (babak)
  :virtual #t
  :code (behavior ()
    (let ((f30-0 (nav-enemy-rnd-float-range 0.9 1.1)))
      (cond
        ((ja-group? babak-jump-land-ja)
         (ja-no-eval :num! (seek!))
         (ja-channel-push! 1 (seconds 0.17))
         (ja-no-eval :group! (-> self draw art-group data (-> self nav-info run-anim))
                     :num! (seek! max f30-0)
                     :frame-num 0.0
                     )
         (until (ja-done? 0)
           (ja-blend-eval)
           (suspend)
           (ja :num! (seek! max f30-0))
           )
         )
        (else
          (ja-channel-push! 1 (seconds 0.2))
          (ja :group! (-> self draw art-group data (-> self nav-info run-anim)))
          (ja :num-func num-func-identity :frame-num 0.0)
          )
        )
      (loop
        (suspend)
        (ja :num! (loop! f30-0))
        )
      )
    (none)
    )
  )

;; failed to figure out what this is:
(defstate nav-enemy-stare (babak)
  :virtual #t
  :code (behavior ()
    (set! (-> self turn-time) (seconds 0.2))
    (let ((f30-0 (nav-enemy-rnd-float-range 0.8 1.2)))
      (when (or (logtest? (-> self nav-enemy-flags) (nav-enemy-flags navenmf8))
                (and (nav-enemy-player-vulnerable?) (nav-enemy-rnd-percent? 0.5))
                )
        (ja-channel-push! 1 (seconds 0.1))
        (ja-no-eval :group! babak-win-ja :num! (seek! (ja-aframe 68.0 0) f30-0) :frame-num 0.0)
        (until (ja-done? 0)
          (suspend)
          (ja :num! (seek! (ja-aframe 68.0 0) f30-0))
          )
        )
      (loop
        (when (not (nav-enemy-facing-player? 2730.6667))
          (logior! (-> self nav-enemy-flags) (nav-enemy-flags enable-travel))
          (ja-no-eval :num! (loop!))
          (ja-channel-push! 1 (seconds 0.2))
          (ja :group! babak-turn-ja)
          (ja :num-func num-func-identity :frame-num 0.0)
          (until (nav-enemy-facing-player? 1820.4445)
            (ja-blend-eval)
            (suspend)
            (ja :num! (loop! 0.75))
            )
          (logclear! (-> self nav-enemy-flags) (nav-enemy-flags enable-travel))
          )
        (if (not (ja-group? babak-idle-ja))
            (ja-channel-push! 1 (seconds 0.2))
            )
        (ja-no-eval :group! babak-idle-ja :num! (seek! max f30-0) :frame-num 0.0)
        (until (ja-done? 0)
          (suspend)
          (ja :num! (seek! max f30-0))
          )
        (when (nav-enemy-rnd-percent? 0.3)
          (ja-channel-push! 1 (seconds 0.1))
          (ja-no-eval :group! babak-win-ja :num! (seek! (ja-aframe 68.0 0) f30-0) :frame-num 0.0)
          (until (ja-done? 0)
            (suspend)
            (ja :num! (seek! (ja-aframe 68.0 0) f30-0))
            )
          )
        )
      )
    (none)
    )
  )

;; failed to figure out what this is:
(defstate nav-enemy-give-up (babak)
  :virtual #t
  :code (behavior ()
    (set! (-> self rotate-speed) 218453.33)
    (set! (-> self turn-time) (seconds 0.5))
    (ja-channel-push! 1 (seconds 0.15))
    (let ((s4-0 (-> self collide-info))
          (s5-0 (target-pos 0))
          )
      (when (< (fabs
                 (deg-diff (y-angle s4-0) (vector-y-angle (vector-! (new 'stack-no-clear 'vector) s5-0 (-> s4-0 trans))))
                 )
               12743.111
               )
        (ja-no-eval :group! babak-give-up-ja :num! (seek!) :frame-num 0.0)
        (until (ja-done? 0)
          (suspend)
          (ja :num! (seek!))
          )
        )
      )
    (logclear! (-> self nav flags) (nav-control-flags navcf17 navcf19))
    (nav-enemy-get-new-patrol-point)
    (ja-no-eval :group! babak-give-up-hop-ja :num! (seek!) :frame-num 0.0)
    (until (ja-done? 0)
      (seek-to-point-toward-point!
        (-> self collide-info)
        (-> self nav destination-pos)
        (-> self rotate-speed)
        (-> self turn-time)
        )
      (suspend)
      (ja :num! (seek!))
      )
    (go-virtual nav-enemy-patrol)
    (none)
    )
  )

;; failed to figure out what this is:
(defstate nav-enemy-jump-land (babak)
  :virtual #t
  :code (behavior ()
    (ja-no-eval :num! (seek!))
    (ja-channel-push! 1 (seconds 0.075))
    (ja-no-eval :group! (-> self draw art-group data (-> self nav-info jump-land-anim))
                :num! (seek! (ja-aframe 32.0 0) 0.5)
                :frame-num 0.0
                )
    (until (ja-done? 0)
      (ja-blend-eval)
      (suspend)
      (ja :num! (seek! (ja-aframe 32.0 0) 0.5))
      )
    (go-virtual nav-enemy-chase)
    (none)
    )
  )

;; definition for symbol *babak-nav-enemy-info*, type nav-enemy-info
(define *babak-nav-enemy-info* (new 'static 'nav-enemy-info
                                 :idle-anim 5
                                 :walk-anim 6
                                 :turn-anim 16
                                 :notice-anim 7
                                 :run-anim 8
                                 :jump-anim 13
                                 :jump-land-anim 14
                                 :victory-anim 11
                                 :taunt-anim 11
                                 :die-anim 12
                                 :neck-joint 5
                                 :player-look-at-joint 5
                                 :run-travel-speed (meters 6)
                                 :run-rotate-speed (degrees 2880.0)
                                 :run-acceleration (meters 1)
                                 :run-turn-time (seconds 0.1)
                                 :walk-travel-speed (meters 3)
                                 :walk-rotate-speed (degrees 720.0)
                                 :walk-acceleration (meters 1)
                                 :walk-turn-time (seconds 0.5)
                                 :attack-shove-back (meters 3)
                                 :attack-shove-up (meters 2)
                                 :shadow-size (meters 2)
                                 :notice-nav-radius (meters 2)
                                 :nav-nearest-y-threshold (meters 10)
                                 :notice-distance (meters 30)
                                 :proximity-notice-distance (meters 20)
                                 :stop-chase-distance (meters 40)
                                 :frustration-distance (meters 8)
                                 :frustration-time (seconds 4)
                                 :die-anim-hold-frame 24.0
                                 :jump-anim-start-frame 10.0
                                 :jump-land-anim-end-frame 10000000000.0
                                 :jump-height-min (meters 3)
                                 :jump-height-factor 0.5
                                 :jump-start-anim-speed 1.0
                                 :shadow-max-y (meters 1)
                                 :shadow-min-y (meters -1)
                                 :shadow-locus-dist (meters 150)
                                 :use-align #t
                                 :draw-shadow #t
                                 :move-to-ground #t
                                 :hover-if-no-ground #f
                                 :use-momentum #f
                                 :use-flee #t
                                 :use-proximity-notice #t
                                 :use-jump-blocked #t
                                 :use-jump-patrol #f
                                 :gnd-collide-with (collide-kind background)
                                 :debug-draw-neck #f
                                 :debug-draw-jump #f
                                 )
        )

;; definition for method 47 of type babak
;; INFO: Return type mismatch int vs none.
(defmethod initialize-collision babak ((obj babak))
  (let ((s5-0 (new 'process 'collide-shape-moving obj (collide-list-enum usually-hit-by-player))))
    (set! (-> s5-0 dynam) (copy *standard-dynamics* 'process))
    (set! (-> s5-0 reaction) default-collision-reaction)
    (set! (-> s5-0 no-reaction)
          (the-as (function collide-shape-moving collide-shape-intersect vector vector none) nothing)
          )
    (let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 3) 0)))
      (set! (-> s4-0 prim-core collide-as) (collide-kind enemy))
      (set! (-> s4-0 collide-with) (collide-kind target))
      (set! (-> s4-0 prim-core action) (collide-action solid))
      (set-vector! (-> s4-0 local-sphere) 0.0 8192.0 0.0 12288.0)
      (set-root-prim! s5-0 s4-0)
      (let ((s3-0 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 3))))
        (set! (-> s3-0 prim-core collide-as) (collide-kind enemy))
        (set! (-> s3-0 collide-with) (collide-kind target))
        (set! (-> s3-0 prim-core action) (collide-action solid))
        (set! (-> s3-0 prim-core offense) (collide-offense touch))
        (set-vector! (-> s3-0 local-sphere) 0.0 4096.0 0.0 3072.0)
        (append-prim s4-0 s3-0)
        )
      (let ((s3-1 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 3))))
        (set! (-> s3-1 prim-core collide-as) (collide-kind enemy))
        (set! (-> s3-1 collide-with) (collide-kind target))
        (set! (-> s3-1 prim-core action) (collide-action solid))
        (set! (-> s3-1 prim-core offense) (collide-offense touch))
        (set-vector! (-> s3-1 local-sphere) 0.0 9830.4 0.0 3072.0)
        (append-prim s4-0 s3-1)
        )
      (let ((s3-2 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 1))))
        (set! (-> s3-2 prim-core collide-as) (collide-kind enemy))
        (set! (-> s3-2 collide-with) (collide-kind target))
        (set! (-> s3-2 prim-core offense) (collide-offense normal-attack))
        (set! (-> s3-2 transform-index) 6)
        (set-vector! (-> s3-2 local-sphere) 0.0 0.0 0.0 2048.0)
        (append-prim s4-0 s3-2)
        )
      )
    (set! (-> s5-0 nav-radius) 6144.0)
    (backup-collide-with-as s5-0)
    (set! (-> s5-0 max-iteration-count) (the-as uint 2))
    (set! (-> obj collide-info) s5-0)
    )
  0
  (none)
  )

;; definition for method 48 of type babak
;; INFO: Return type mismatch int vs none.
(defmethod TODO-RENAME-48 babak ((obj babak))
  (initialize-skeleton obj *babak-sg* '())
  (TODO-RENAME-45 obj *babak-nav-enemy-info*)
  (set! (-> obj neck up) (the-as uint 0))
  (set! (-> obj neck nose) (the-as uint 1))
  (set! (-> obj neck ear) (the-as uint 2))
  0
  (none)
  )

;; definition for method 59 of type babak
;; INFO: Return type mismatch int vs none.
(defmethod TODO-RENAME-59 babak ((obj babak))
  (cond
    ((and (and (-> obj entity) (logtest? (-> obj entity extra perm status) (entity-perm-status complete)))
          (logtest? (-> obj enemy-info options) (fact-options has-power-cell))
          )
     (go (method-of-object obj nav-enemy-fuel-cell))
     )
    ((logtest? (-> obj enemy-info options) (fact-options fop5))
     (go (method-of-object obj nav-enemy-wait-for-cue))
     )
    (else
      (go (method-of-object obj nav-enemy-idle))
      )
    )
  0
  (none)
  )
