|
|
|
|
#pragma region License
|
|
|
|
|
/*
|
|
|
|
|
License (OLC-3)
|
|
|
|
|
~~~~~~~~~~~~~~~
|
|
|
|
|
|
|
|
|
|
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
|
|
|
|
|
|
|
|
|
|
Redistribution and use in source and binary forms, with or without modification,
|
|
|
|
|
are permitted provided that the following conditions are met:
|
|
|
|
|
|
|
|
|
|
1. Redistributions or derivations of source code must retain the above copyright
|
|
|
|
|
notice, this list of conditions and the following disclaimer.
|
|
|
|
|
|
|
|
|
|
2. Redistributions or derivative works in binary form must reproduce the above
|
|
|
|
|
copyright notice. This list of conditions and the following disclaimer must be
|
|
|
|
|
reproduced in the documentation and/or other materials provided with the distribution.
|
|
|
|
|
|
|
|
|
|
3. Neither the name of the copyright holder nor the names of its contributors may
|
|
|
|
|
be used to endorse or promote products derived from this software without specific
|
|
|
|
|
prior written permission.
|
|
|
|
|
|
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
|
|
|
|
|
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
|
|
|
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
|
|
|
|
|
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
|
|
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
|
|
|
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
|
|
|
|
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
|
|
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
|
|
|
|
|
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
|
|
|
|
SUCH DAMAGE.
|
|
|
|
|
|
|
|
|
|
Portions of this software are copyright <EFBFBD> 2024 The FreeType
|
|
|
|
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
|
|
|
|
All rights reserved.
|
|
|
|
|
*/
|
|
|
|
|
#pragma endregion
|
|
|
|
|
#include "AdventuresInLestoria.h"
|
|
|
|
|
#include "DEFINES.h"
|
|
|
|
|
#include "Monster.h"
|
|
|
|
|
#include "MonsterStrategyHelpers.h"
|
|
|
|
|
/*
|
|
|
|
|
* Attack Strategie: If range to player >700 move closer.
|
|
|
|
|
if range 400-700 Scratch the ground twice and then charge with 30% Move-Spd bonus in the players direction for a distance of 900.
|
|
|
|
|
If range to player<400 backpaddle with 50% move-spd. if getting hit while backpaddling, start charge sequence.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
INCLUDE_game
|
|
|
|
|
INCLUDE_ANIMATION_DATA
|
|
|
|
|
using A=Attribute;
|
|
|
|
|
|
|
|
|
|
void Monster::STRATEGY::BOAR(Monster&m,float fElapsedTime,std::string strategy){
|
|
|
|
|
enum PhaseName{
|
|
|
|
|
MOVE,
|
|
|
|
|
SCRATCH,
|
|
|
|
|
CHARGE,
|
|
|
|
|
RECOVERY,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
switch(m.phase){
|
|
|
|
|
case PhaseName::MOVE:{
|
|
|
|
|
float distToPlayer=m.GetDistanceFrom(game->GetPlayer()->GetPos());
|
|
|
|
|
if(m.canMove&&distToPlayer>=ConfigInt("Closein Range")/100.f*24){
|
|
|
|
|
m.RemoveBuff(BuffType::SELF_INFLICTED_SLOWDOWN);
|
|
|
|
|
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
|
|
|
|
|
}else
|
|
|
|
|
if(m.HasLineOfSight(game->GetPlayer()->GetPos())&&m.canMove&&distToPlayer<=ConfigInt("Backpedal Range")/100.f*24){
|
|
|
|
|
m.RemoveBuff(BuffType::SELF_INFLICTED_SLOWDOWN);
|
|
|
|
|
m.AddBuff(BuffType::SELF_INFLICTED_SLOWDOWN,INFINITE,(100-ConfigInt("Backpedal Movespeed"))/100.f);
|
|
|
|
|
m.target=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).rpoint(-100);
|
|
|
|
|
if(m.attackedByPlayer)goto ScratchPhaseTransition;
|
|
|
|
|
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
|
|
|
|
|
m.UpdateFacingDirection(game->GetPlayer()->GetPos());
|
|
|
|
|
}else{
|
|
|
|
|
ScratchPhaseTransition:
|
|
|
|
|
m.PerformAnimation("SCRATCH");
|
|
|
|
|
m.F(A::CASTING_TIMER)=ConfigInt("Ground Scratch Count")*m.GetCurrentAnimation().GetTotalAnimationDuration();
|
|
|
|
|
m.phase=PhaseName::SCRATCH;
|
|
|
|
|
}
|
|
|
|
|
}break;
|
|
|
|
|
case PhaseName::SCRATCH:{
|
|
|
|
|
m.RemoveBuff(BuffType::SELF_INFLICTED_SLOWDOWN);
|
|
|
|
|
m.F(A::CASTING_TIMER)-=fElapsedTime;
|
|
|
|
|
if(m.F(A::CASTING_TIMER)<=0.f){
|
|
|
|
|
m.PerformShootAnimation();
|
|
|
|
|
m.phase=PhaseName::CHARGE;
|
|
|
|
|
|
|
|
|
|
vf2d chargeTargetPoint=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).rpoint(ConfigFloat("Charge Distance")/100.f*24);
|
|
|
|
|
|
|
|
|
|
m.target=chargeTargetPoint;
|
|
|
|
|
m.AddBuff(BuffType::SPEEDBOOST,INFINITE,ConfigFloat("Charge Movespeed")/100.f-1);
|
|
|
|
|
|
|
|
|
|
float distanceToChargePoint=geom2d::line<float>(m.GetPos(),chargeTargetPoint).length();
|
|
|
|
|
m.F(A::TARGET_TIMER)=distanceToChargePoint/(100.f*m.GetMoveSpdMult()); //This should be how long a charge takes.
|
|
|
|
|
m.AddBuff(BuffType::COLLISION_KNOCKBACK_STRENGTH,15,ConfigFloat("Charge Knockback Amount"));
|
|
|
|
|
}
|
|
|
|
|
m.UpdateFacingDirection(game->GetPlayer()->GetPos());
|
|
|
|
|
}break;
|
|
|
|
|
case PhaseName::CHARGE:{
|
|
|
|
|
m.F(A::TARGET_TIMER)-=fElapsedTime;
|
|
|
|
|
|
|
|
|
|
float distToTarget=geom2d::line<float>(m.GetPos(),m.target).length();
|
|
|
|
|
|
|
|
|
|
auto TransitionToRecoveryPhase=[&](){
|
|
|
|
|
m.phase=PhaseName::RECOVERY;
|
|
|
|
|
m.F(A::CHARGE_COOLDOWN)=ConfigFloat("Charge Recovery Time");
|
|
|
|
|
m.PerformIdleAnimation();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
if(m.F(A::TARGET_TIMER)<=0||m.bumpedIntoTerrain||distToTarget<12.f){
|
|
|
|
|
TransitionToRecoveryPhase();
|
|
|
|
|
}else{
|
|
|
|
|
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
|
|
|
|
|
m.PerformShootAnimation();
|
|
|
|
|
if(!m.canMove)TransitionToRecoveryPhase();
|
|
|
|
|
}
|
|
|
|
|
}break;
|
|
|
|
|
case PhaseName::RECOVERY:{
|
|
|
|
|
m.RemoveBuff(BuffType::COLLISION_KNOCKBACK_STRENGTH);
|
|
|
|
|
m.F(A::CHARGE_COOLDOWN)-=fElapsedTime;
|
|
|
|
|
m.targetAcquireTimer=0.f;
|
|
|
|
|
m.RemoveBuff(BuffType::SPEEDBOOST);
|
|
|
|
|
if(m.F(A::CHARGE_COOLDOWN)<=0)m.phase=PhaseName::MOVE;
|
|
|
|
|
}break;
|
|
|
|
|
}
|
|
|
|
|
}
|