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#include "Monster.h"
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#include "MonsterStrategyHelpers.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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#include "utils.h"
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#include "safemap.h"
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#include "Effect.h"
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#include "FallingDebris.h"
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INCLUDE_game
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INCLUDE_BULLET_LIST
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INCLUDE_ANIMATION_DATA
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INCLUDE_MONSTER_NAME_DATA
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typedef Attribute A;
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void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumber){
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float bulletSpd=ConfigFloat("BulletSpd")/100*24;
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m.F(A::SHOOT_TIMER)=std::max(0.f,m.F(A::SHOOT_TIMER)-fElapsedTime);
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m.F(A::SHOOT_RING_TIMER)=std::max(0.f,m.F(A::SHOOT_RING_TIMER)-fElapsedTime);
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m.F(A::SHOOT_RING_DELAY)=std::max(0.f,m.F(A::SHOOT_RING_DELAY)-fElapsedTime);
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m.F(A::JUMP_LANDING_TIMER)=std::max(0.f,m.F(A::JUMP_LANDING_TIMER)-fElapsedTime);
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m.F(A::CASTING_TIMER)=std::max(0.f,m.F(A::CASTING_TIMER)-fElapsedTime);
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const auto ShootBulletRing=[&](float angleOffset){
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int bulletCount=ConfigInt("Phase1.RingBulletCount");
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for(int i=0;i<bulletCount;i++){
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float angle=((2*PI)/bulletCount)*i+angleOffset;
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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}));
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}
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};
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const auto Landed=[&ShootBulletRing,&m](int currentPhase){
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if(currentPhase==1){
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ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
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}
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};
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const auto TransitionPhase=[&](int newPhase){
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const int MAX_ATTEMPTS=100; //Maximum number of tries to find a valid location.
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Player*player=game->GetPlayer();
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const auto PositionInRangeOfPlayer=[&player](vf2d&pos,float radius){
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return geom2d::line<float>(player->GetPos(),pos).length()<=player->GetSizeMult()*12*2+radius;
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};
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const auto SpawnMonsterFromConfig=[&](int phase){
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std::string spawnMonster=ConfigStringArr("Phase"+std::to_string(phase)+".MonsterSpawnOnChange",0);
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int spawnCount=ConfigIntArr("Phase"+std::to_string(phase)+".MonsterSpawnOnChange",1);
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for(int i=0;i<spawnCount;i++){
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float randomAngle=util::random(2*PI);
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vf2d spawnPos=m.pos+vf2d{cos(randomAngle),sin(randomAngle)}*m.GetSizeMult()*12;
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for(int attempts=0;attempts<MAX_ATTEMPTS&&PositionInRangeOfPlayer(spawnPos,MONSTER_NAME_DATA[spawnMonster]->GetSizeMult()*12);attempts++){
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randomAngle=util::random(2*PI);
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spawnPos=m.pos+vf2d{cos(randomAngle),sin(randomAngle)}*m.GetSizeMult()*12;
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}
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game->SpawnMonster(spawnPos,MONSTER_NAME_DATA[spawnMonster]);
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}
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};
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switch(newPhase){
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case 2:{
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SpawnMonsterFromConfig(2);
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}break;
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case 3:{
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SpawnMonsterFromConfig(3);
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}break;
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case 4:{
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SpawnMonsterFromConfig(4);
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}break;
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case 5:{
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}break;
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}
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};
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const auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime,float jumpMoveSpd){
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m.V(A::JUMP_ORIGINAL_POS)=m.GetPos();
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m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration;
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m.V(A::JUMP_TARGET_POS)=targetPos;
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m.F(A::RECOVERY_TIME)=recoveryTime;
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m.F(A::JUMP_MOVE_SPD)=jumpMoveSpd;
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m.SetState(State::JUMP);
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};
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if(m.GetState()==State::RECOVERY){
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m.F(A::RECOVERY_TIME)=std::max(0.f,m.F(A::RECOVERY_TIME)-fElapsedTime);
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if(m.F(A::RECOVERY_TIME)==0){
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m.GetState()==State::NORMAL;
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}
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return;
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}
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if(m.GetState()==State::JUMP){
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float jumpLandingTimerRatio=m.F(A::JUMP_LANDING_TIMER)/m.F(A::JUMP_ORIGINAL_LANDING_TIMER);
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if(m.GetPos().x>game->GetPlayer()->GetPos().x){
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m.SetX(std::max(game->GetPlayer()->GetPos().x,m.GetPos().x-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
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} else
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if(m.GetPos().x<game->GetPlayer()->GetPos().x){
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m.SetX(std::min(game->GetPlayer()->GetPos().x,m.GetPos().x+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
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}
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if(m.GetPos().y>game->GetPlayer()->GetPos().y){
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m.SetY(std::max(game->GetPlayer()->GetPos().y,m.GetPos().y-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
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} else
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if(m.GetPos().y<game->GetPlayer()->GetPos().y){
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m.SetY(std::min(game->GetPlayer()->GetPos().y,m.GetPos().y+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
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}
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if(m.F(A::JUMP_LANDING_TIMER)>=m.F(A::JUMP_ORIGINAL_LANDING_TIMER)/2){
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m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),1-jumpLandingTimerRatio));
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}else{
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m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),jumpLandingTimerRatio*2));
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}
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if(m.F(A::JUMP_LANDING_TIMER)==0){
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m.state=State::RECOVERY;
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game->SetupWorldShake(0.6);
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geom2d::line<float>lineToPlayer(m.GetPos(),game->GetPlayer()->GetPos());
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float dist=lineToPlayer.length();
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for(int i=0;i<200;i++){
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float randomDir=util::random(2*PI);
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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);
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}
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if(dist<12*m.GetSizeMult()){
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game->GetPlayer()->Hurt(ConfigInt("JumpAttackDamage"),m.OnUpperLevel(),m.GetZ());
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if(dist<0.001){
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float randomDir=util::random(2*PI);
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lineToPlayer={m.GetPos(),m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*1};
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}
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game->GetPlayer()->Knockback(lineToPlayer.vector().norm()*ConfigInt("JumpKnockbackFactor"));
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game->GetPlayer()->SetIframes(1);
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}
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Landed(m.phase);
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m.SetStrategyDrawFunction([](Crawler*game){});
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} else
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if(m.F(A::JUMP_LANDING_TIMER)<=ConfigFloat("JumpWarningIndicatorTime")){
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m.SetStrategyDrawFunction([&](Crawler*game){
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Decal*dec=ANIMATION_DATA["range_indicator.png"].GetFrame(game->GetElapsedTime()).GetSourceImage()->Decal();
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game->view.DrawRotatedDecal(m.GetPos(),dec,0,dec->sprite->Size()/2,vf2d{m.GetSizeMult(),m.GetSizeMult()},RED);
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});
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}
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return;
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}
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if(m.GetState()==State::CASTING){
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m.UpdateAnimation("monsters/Slime King - Cast.png");
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if(m.F(A::CASTING_TIMER)==0){
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m.SetState(State::NORMAL);
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m.I(A::JUMP_COUNT)++;
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float jumpTime=ConfigFloatArr("Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0);
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float jumpSpd=ConfigFloatArr("Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1);
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StartJump(jumpTime,game->GetPlayer()->GetPos(),0.2,jumpSpd);
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}
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return;
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}
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switch(m.phase){
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case 0:{
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m.size=ConfigInt("Phase1.Size")/100;
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m.diesNormally=false;
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m.F(A::IFRAME_TIME_UPON_HIT)=0;
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m.iframe_timer=ConfigFloat("Phase5.IframeTimePerHit");
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m.phase=ConfigInt("StartPhase");
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}break;
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case 1:{
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if(m.hp<=m.maxhp*ConfigFloat("Phase2.Change")/100){
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m.phase=2;
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m.SetSize(ConfigFloat("Phase2.Size")/100,false);
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TransitionPhase(m.phase);
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return;
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}
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if(m.F(A::SHOOT_RING_TIMER)==0){
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if(m.I(A::PATTERN_REPEAT_COUNT)>=ConfigInt("Phase1.JumpAfter")){
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StartJump(ConfigFloat("Phase1.AirborneTime"),game->GetPlayer()->GetPos(),ConfigFloat("Phase1.LandingRecoveryTime"),ConfigFloat("JumpMoveSpd"));
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m.I(A::PATTERN_REPEAT_COUNT)=0;
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return;
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}
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m.I(A::SHOOT_RING_COUNTER)=ConfigInt("Phase1.ShootRingCount")-1;
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m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
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ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
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m.F(A::SHOOT_RING_TIMER)=ConfigFloat("Phase1.ShootRepeatTime");
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m.B(A::SHOOT_RING_RIGHT)=bool(rand()%2);
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m.I(A::PATTERN_REPEAT_COUNT)++;
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}
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if(m.I(A::SHOOT_RING_COUNTER)>0){
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if(m.F(A::SHOOT_RING_DELAY)==0){
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m.I(A::SHOOT_RING_COUNTER)--;
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m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
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if(m.B(A::SHOOT_RING_RIGHT)){
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m.F(A::SHOOT_RING_OFFSET)+=util::degToRad(ConfigFloat("Phase1.RingOffset"));
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}else{
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m.F(A::SHOOT_RING_OFFSET)-=util::degToRad(ConfigFloat("Phase1.RingOffset"));
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}
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ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
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}
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}
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}break;
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case 2:{
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if(m.hp<=m.maxhp*ConfigFloat("Phase3.Change")/100){
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m.phase=3;
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m.SetSize(ConfigFloat("Phase3.Size")/100,false);
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TransitionPhase(m.phase);
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return;
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}
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if(m.F(A::SHOOT_TIMER)==0){
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m.F(A::SHOOT_TIMER)=ConfigInt("Phase2.ShootRate");
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m.I(A::PATTERN_REPEAT_COUNT)++;
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int bulletCount=ConfigInt("Phase2.ShootProjectileCount");
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for(int i=0;i<bulletCount;i++){
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float initialAngle=util::angleTo(m.GetPos(),game->GetPlayer()->GetPos());
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float angle=(i-(bulletCount/2))*util::degToRad(ConfigFloat("Phase2.ShootAngleSpread"))+initialAngle;
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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}));
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}
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}
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if(m.I(A::PATTERN_REPEAT_COUNT)>ConfigInt("Phase2.ShootCount")){
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m.I(A::PATTERN_REPEAT_COUNT)=0;
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m.I(A::JUMP_COUNT)=0;
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m.F(A::CASTING_TIMER)=5;
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m.SetState(State::CASTING);
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}
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}break;
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case 3:{
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if(m.hp<=m.maxhp*ConfigFloat("Phase4.Change")/100){
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m.phase=4;
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m.SetSize(ConfigFloat("Phase4.Size")/100,false);
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TransitionPhase(m.phase);
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return;
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}
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}break;
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case 4:{
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if(m.hp<=0){
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m.phase=5;
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m.F(A::IFRAME_TIME_UPON_HIT)=1;
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TransitionPhase(m.phase);
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return;
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}
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}break;
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}
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}
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