|
|
|
#include "Monster.h"
|
|
|
|
#include "MonsterStrategyHelpers.h"
|
|
|
|
#include "DEFINES.h"
|
|
|
|
#include "Crawler.h"
|
|
|
|
#include "utils.h"
|
|
|
|
#include "safemap.h"
|
|
|
|
#include "Effect.h"
|
|
|
|
#include "FallingDebris.h"
|
|
|
|
|
|
|
|
INCLUDE_game
|
|
|
|
INCLUDE_BULLET_LIST
|
|
|
|
INCLUDE_ANIMATION_DATA
|
|
|
|
INCLUDE_MONSTER_NAME_DATA
|
|
|
|
|
|
|
|
typedef Attribute A;
|
|
|
|
|
|
|
|
void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumber){
|
|
|
|
|
|
|
|
|
|
|
|
float bulletSpd=ConfigFloat("BulletSpd")/100*24;
|
|
|
|
|
|
|
|
m.F(A::SHOOT_RING_TIMER)=std::max(0.f,m.F(A::SHOOT_RING_TIMER)-fElapsedTime);
|
|
|
|
m.F(A::SHOOT_RING_DELAY)=std::max(0.f,m.F(A::SHOOT_RING_DELAY)-fElapsedTime);
|
|
|
|
m.F(A::JUMP_LANDING_TIMER)=std::max(0.f,m.F(A::JUMP_LANDING_TIMER)-fElapsedTime);
|
|
|
|
|
|
|
|
const auto ShootBulletRing=[&](float angleOffset){
|
|
|
|
int bulletCount=ConfigInt("Phase1.RingBulletCount");
|
|
|
|
for(int i=0;i<bulletCount;i++){
|
|
|
|
float angle=((2*PI)/bulletCount)*i+angleOffset;
|
|
|
|
BULLET_LIST.emplace_back(std::make_unique<Bullet>(m.GetPos(),vf2d{cos(angle),sin(angle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6}));
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
const auto Landed=[&ShootBulletRing,&m](int currentPhase){
|
|
|
|
if(currentPhase==1){
|
|
|
|
ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
const auto TransitionPhase=[&](int newPhase){
|
|
|
|
const int MAX_ATTEMPTS=100; //Maximum number of tries to find a valid location.
|
|
|
|
Player*player=game->GetPlayer();
|
|
|
|
const auto PositionInRangeOfPlayer=[&player](vf2d&pos,float radius){
|
|
|
|
return geom2d::line<float>(player->GetPos(),pos).length()<=player->GetSizeMult()*12*2+radius;
|
|
|
|
};
|
|
|
|
const auto SpawnMonsterFromConfig=[&](int phase){
|
|
|
|
std::string spawnMonster=ConfigStringArr("Phase"+std::to_string(phase)+".MonsterSpawnOnChange",0);
|
|
|
|
int spawnCount=ConfigIntArr("Phase"+std::to_string(phase)+".MonsterSpawnOnChange",1);
|
|
|
|
|
|
|
|
for(int i=0;i<spawnCount;i++){
|
|
|
|
float randomAngle=util::random(2*PI);
|
|
|
|
vf2d spawnPos=m.pos+vf2d{cos(randomAngle),sin(randomAngle)}*m.GetSizeMult()*12;
|
|
|
|
for(int attempts=0;attempts<MAX_ATTEMPTS&&PositionInRangeOfPlayer(spawnPos,MONSTER_NAME_DATA[spawnMonster]->GetSizeMult()*12);attempts++){
|
|
|
|
randomAngle=util::random(2*PI);
|
|
|
|
spawnPos=m.pos+vf2d{cos(randomAngle),sin(randomAngle)}*m.GetSizeMult()*12;
|
|
|
|
}
|
|
|
|
game->SpawnMonster(spawnPos,MONSTER_NAME_DATA[spawnMonster]);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
switch(newPhase){
|
|
|
|
case 2:{
|
|
|
|
SpawnMonsterFromConfig(2);
|
|
|
|
}break;
|
|
|
|
case 3:{
|
|
|
|
SpawnMonsterFromConfig(3);
|
|
|
|
}break;
|
|
|
|
case 4:{
|
|
|
|
SpawnMonsterFromConfig(4);
|
|
|
|
}break;
|
|
|
|
case 5:{
|
|
|
|
|
|
|
|
}break;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
const auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime){
|
|
|
|
m.V(A::JUMP_ORIGINAL_POS)=m.GetPos();
|
|
|
|
m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration;
|
|
|
|
m.V(A::JUMP_TARGET_POS)=targetPos;
|
|
|
|
m.F(A::RECOVERY_TIME)=recoveryTime;
|
|
|
|
m.state=State::JUMP;
|
|
|
|
};
|
|
|
|
|
|
|
|
if(m.state==State::RECOVERY){
|
|
|
|
m.F(A::RECOVERY_TIME)=std::max(0.f,m.F(A::RECOVERY_TIME)-fElapsedTime);
|
|
|
|
if(m.F(A::RECOVERY_TIME)==0){
|
|
|
|
m.state=State::NORMAL;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(m.state==State::JUMP){
|
|
|
|
float jumpLandingTimerRatio=m.F(A::JUMP_LANDING_TIMER)/m.F(A::JUMP_ORIGINAL_LANDING_TIMER);
|
|
|
|
if(m.GetPos().x>game->GetPlayer()->GetPos().x){
|
|
|
|
m.SetX(std::max(game->GetPlayer()->GetPos().x,m.GetPos().x-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
|
|
|
|
} else
|
|
|
|
if(m.GetPos().x<game->GetPlayer()->GetPos().x){
|
|
|
|
m.SetX(std::min(game->GetPlayer()->GetPos().x,m.GetPos().x+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
|
|
|
|
}
|
|
|
|
if(m.GetPos().y>game->GetPlayer()->GetPos().y){
|
|
|
|
m.SetY(std::max(game->GetPlayer()->GetPos().y,m.GetPos().y-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
|
|
|
|
} else
|
|
|
|
if(m.GetPos().y<game->GetPlayer()->GetPos().y){
|
|
|
|
m.SetY(std::min(game->GetPlayer()->GetPos().y,m.GetPos().y+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
|
|
|
|
}
|
|
|
|
if(m.F(A::JUMP_LANDING_TIMER)>=m.F(A::JUMP_ORIGINAL_LANDING_TIMER)/2){
|
|
|
|
m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),1-jumpLandingTimerRatio));
|
|
|
|
}else{
|
|
|
|
m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),jumpLandingTimerRatio*2));
|
|
|
|
}
|
|
|
|
if(m.F(A::JUMP_LANDING_TIMER)==0){
|
|
|
|
m.state=State::RECOVERY;
|
|
|
|
game->SetupWorldShake(0.6);
|
|
|
|
geom2d::line<float>lineToPlayer(m.GetPos(),game->GetPlayer()->GetPos());
|
|
|
|
float dist=lineToPlayer.length();
|
|
|
|
for(int i=0;i<200;i++){
|
|
|
|
float randomDir=util::random(2*PI);
|
|
|
|
game->AddEffect(std::make_unique<FallingDebris>(m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*m.GetSizeMult()*8,util::random(1),"circle.png",m.OnUpperLevel(),vf2d{1,1},0.5,vf2d{cos(randomDir)*util::random(5),sin(randomDir)*-util::random(15)-5}*30,BLACK),true);
|
|
|
|
}
|
|
|
|
if(dist<12*m.GetSizeMult()){
|
|
|
|
game->GetPlayer()->Hurt(ConfigInt("JumpAttackDamage"),m.OnUpperLevel(),m.GetZ());
|
|
|
|
if(dist<0.001){
|
|
|
|
float randomDir=util::random(2*PI);
|
|
|
|
lineToPlayer={m.GetPos(),m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*1};
|
|
|
|
}
|
|
|
|
game->GetPlayer()->Knockback(lineToPlayer.vector().norm()*ConfigInt("JumpKnockbackFactor"));
|
|
|
|
}
|
|
|
|
Landed(m.phase);
|
|
|
|
m.SetStrategyDrawFunction([](Crawler*game){});
|
|
|
|
} else
|
|
|
|
if(m.F(A::JUMP_LANDING_TIMER)<=ConfigFloat("JumpWarningIndicatorTime")){
|
|
|
|
m.SetStrategyDrawFunction([&](Crawler*game){
|
|
|
|
Decal*dec=ANIMATION_DATA["range_indicator.png"].GetFrame(game->GetElapsedTime()).GetSourceImage()->Decal();
|
|
|
|
game->view.DrawRotatedDecal(m.GetPos(),dec,0,dec->sprite->Size()/2,vf2d{m.GetSizeMult(),m.GetSizeMult()},RED);
|
|
|
|
});
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch(m.phase){
|
|
|
|
case 0:{
|
|
|
|
m.size=ConfigInt("Phase1.Size")/100;
|
|
|
|
m.diesNormally=false;
|
|
|
|
m.F(A::IFRAME_TIME_UPON_HIT)=0;
|
|
|
|
m.iframe_timer=ConfigFloat("Phase5.IframeTimePerHit");
|
|
|
|
m.phase=1;
|
|
|
|
}break;
|
|
|
|
case 1:{
|
|
|
|
if(m.hp<=m.maxhp*ConfigFloat("Phase2.Change")/100){
|
|
|
|
m.phase=2;
|
|
|
|
m.SetSize(ConfigFloat("Phase2.Size")/100,false);
|
|
|
|
TransitionPhase(m.phase);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if(m.F(A::SHOOT_RING_TIMER)==0){
|
|
|
|
if(m.I(A::PATTERN_REPEAT_COUNT)>=ConfigInt("Phase1.JumpAfter")){
|
|
|
|
StartJump(ConfigFloat("Phase1.AirborneTime"),game->GetPlayer()->GetPos(),ConfigFloat("Phase1.LandingRecoveryTime"));
|
|
|
|
m.I(A::PATTERN_REPEAT_COUNT)=0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
m.I(A::SHOOT_RING_COUNTER)=ConfigInt("Phase1.ShootRingCount")-1;
|
|
|
|
m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
|
|
|
|
ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
|
|
|
|
m.F(A::SHOOT_RING_TIMER)=ConfigFloat("Phase1.ShootRepeatTime");
|
|
|
|
m.B(A::SHOOT_RING_RIGHT)=bool(rand()%2);
|
|
|
|
m.I(A::PATTERN_REPEAT_COUNT)++;
|
|
|
|
}
|
|
|
|
if(m.I(A::SHOOT_RING_COUNTER)>0){
|
|
|
|
if(m.F(A::SHOOT_RING_DELAY)==0){
|
|
|
|
m.I(A::SHOOT_RING_COUNTER)--;
|
|
|
|
m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
|
|
|
|
if(m.B(A::SHOOT_RING_RIGHT)){
|
|
|
|
m.F(A::SHOOT_RING_OFFSET)+=util::degToRad(ConfigFloat("Phase1.RingOffset"));
|
|
|
|
}else{
|
|
|
|
m.F(A::SHOOT_RING_OFFSET)-=util::degToRad(ConfigFloat("Phase1.RingOffset"));
|
|
|
|
}
|
|
|
|
ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}break;
|
|
|
|
case 2:{
|
|
|
|
if(m.hp<=m.maxhp*ConfigFloat("Phase3.Change")/100){
|
|
|
|
m.phase=3;
|
|
|
|
m.SetSize(ConfigFloat("Phase3.Size")/100,false);
|
|
|
|
TransitionPhase(m.phase);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}break;
|
|
|
|
case 3:{
|
|
|
|
if(m.hp<=m.maxhp*ConfigFloat("Phase4.Change")/100){
|
|
|
|
m.phase=4;
|
|
|
|
m.SetSize(ConfigFloat("Phase4.Size")/100,false);
|
|
|
|
TransitionPhase(m.phase);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}break;
|
|
|
|
case 4:{
|
|
|
|
if(m.hp<=0){
|
|
|
|
m.phase=5;
|
|
|
|
m.F(A::IFRAME_TIME_UPON_HIT)=1;
|
|
|
|
TransitionPhase(m.phase);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}break;
|
|
|
|
}
|
|
|
|
}
|