Implement helper health percent remaining functions for monsters. Added framework for second boss monster script.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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@ -288,7 +288,8 @@
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"Slime King",
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"Windhound",
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"Bear",
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"Frog"
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"Frog",
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"Ursule, Mother of Bears"
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],
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"valuesAsFlags": false
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},
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@ -737,6 +737,9 @@
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<ClCompile Include="Bear.cpp">
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<Filter>Source Files\Monster Strategies</Filter>
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</ClCompile>
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<ClCompile Include="Ursule.cpp">
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<Filter>Source Files\Monster Strategies</Filter>
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</ClCompile>
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<ClCompile Include="InputHelper.cpp">
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<Filter>Source Files\Interface</Filter>
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</ClCompile>
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@ -79,9 +79,17 @@ Monster::Monster(vf2d pos,MonsterData data,bool upperLevel,bool bossMob):
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vf2d&Monster::GetPos(){
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return pos;
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}
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int Monster::GetHealth(){
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const int Monster::GetHealth()const{
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return hp;
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}
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const int Monster::GetMaxHealth()const{
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return stats.A_Read("Health");
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}
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const float Monster::GetRemainingHPPct()const{
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return float(GetHealth())/GetMaxHealth();
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}
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int Monster::GetAttack(){
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float mod_atk=float(stats.A("Attack"));
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mod_atk+=Get("Attack %");
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@ -121,7 +121,9 @@ public:
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Monster()=delete;
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Monster(vf2d pos,MonsterData data,bool upperLevel=false,bool bossMob=false);
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vf2d&GetPos();
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int GetHealth();
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const int GetHealth()const;
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const int GetMaxHealth()const;
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const float GetRemainingHPPct()const;
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int GetAttack();
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float GetMoveSpdMult();
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float GetSizeMult();
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@ -254,6 +256,7 @@ private:
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static void FROG(Monster&m,float fElapsedTime,std::string strategy);
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static void WOLF(Monster&m,float fElapsedTime,std::string strategy);
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static void BEAR(Monster&m,float fElapsedTime,std::string strategy);
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static void URSULE(Monster&m,float fElapsedTime,std::string strategy);
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};
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};
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70
Adventures in Lestoria/Ursule.cpp
Normal file
70
Adventures in Lestoria/Ursule.cpp
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@ -0,0 +1,70 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright <EFBFBD> 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Monster.h"
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#include "AdventuresInLestoria.h"
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#include "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "BulletTypes.h"
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#include "SoundEffect.h"
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INCLUDE_game
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INCLUDE_BULLET_LIST
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INCLUDE_GFX
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INCLUDE_MONSTER_LIST
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INCLUDE_MONSTER_DATA
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using A=Attribute;
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void Monster::STRATEGY::URSULE(Monster&m,float fElapsedTime,std::string strategy){
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switch(m.I(A::PHASE)){
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case 0:{
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m.phase=ConfigInt("StartPhase");
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}break;
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case 1:{ //Run bear strategy in phase 1.
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if(m.GetRemainingHPPct()<=ConfigInt("Phase 2.Change")/100.f){
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m.I(A::PHASE)=2;
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}
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BEAR(m,fElapsedTime,"Bear");
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}break;
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case 2:{
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}break;
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}
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}
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