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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.phase){
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case 0:{
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m.phase=ConfigInt("StartPhase");
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m.overlaySprite=ConfigString("Overlay Sprite");
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m.overlaySpriteTransparency=0U;
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}break;
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case 1:{ //Run bear strategy in phase 1.
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auto TransitionToPhase2=[&](){
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m.phase=2;
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m.PerformOtherAnimation(1);
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m.AddBuff(BARRIER_DAMAGE_REDUCTION,INFINITE,ConfigFloat("Phase 2.Barrier Damage Reduction")/100.f);
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m.I(A::PHASE_REPEAT_COUNT)=ConfigInt("Phase 2.Wisp Pattern Spawn Count");
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};
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if(m.GetRemainingHPPct()<=ConfigFloat("Phase 2.Change")/100.f){
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//before moving to Phase 2, we need to make sure we're in Phase 0 of the bear AI.
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if(m.overlaySpriteTransparency<210U){
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if(m.I(A::PHASE)!=0.f)goto bear;
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else{
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if(m.F(A::RUN_AWAY_TIMER)==0.f)m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase 1.Fur Change Color Time");
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else{
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m.F(A::RUN_AWAY_TIMER)=std::max(0.f,m.F(A::RUN_AWAY_TIMER)-fElapsedTime);
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if(m.F(A::RUN_AWAY_TIMER)==0.f)m.overlaySpriteTransparency=210U;
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}
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m.overlaySpriteTransparency=util::lerp(0U,210U,1-(m.F(A::RUN_AWAY_TIMER)/ConfigFloat("Phase 1.Fur Change Color Time")));
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}
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break;
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}else{
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//We also need to move to the center of the map.
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if(m.F(A::RUN_AWAY_TIMER)==0.f)m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase 1.Run to Center Time");
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else{
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m.F(A::RUN_AWAY_TIMER)=std::max(0.f,m.F(A::RUN_AWAY_TIMER)-fElapsedTime);
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if(m.F(A::RUN_AWAY_TIMER)==0.f){
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TransitionToPhase2();
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break;
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}
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}
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vf2d mapCenter=game->GetCurrentMap().MapData.MapSize*vf2d{float(game->GetCurrentMap().MapData.tilewidth),float(game->GetCurrentMap().MapData.tileheight)}/2.0f;
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float distToCenter=geom2d::line<float>(m.GetPos(),mapCenter).length();
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if(distToCenter>4.0f){
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m.targetAcquireTimer=20.f;
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m.target=mapCenter;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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break;
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}else{ //Now we're finally good for phase 2.
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TransitionToPhase2();
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break;
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}
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}
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}
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bear:
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BEAR(m,fElapsedTime,"Bear");
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}break;
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case 2:{
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m.PerformOtherAnimation(2);
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m.F(A::SHOOT_TIMER)=std::max(0.f,m.F(A::SHOOT_TIMER)-fElapsedTime);
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if(m.I(A::PHASE_REPEAT_COUNT)>0){
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if(m.F(A::SHOOT_TIMER)==0.f){
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uint8_t wispPatternCount=ConfigInt("Wisp Pattern Count");
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uint8_t wispPattern=util::random()%wispPatternCount;
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if(ConfigString("Phase 2.Wisp Pattern Random Selection")=="Bag"){
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if(m.VEC(A::WISP_PATTERN_LIST).size()==0){
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for(uint8_t numb=0;numb<wispPatternCount;numb++){ //Numbers are randomly inserted into the list.
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m.VEC(A::WISP_PATTERN_LIST).insert(m.VEC(A::WISP_PATTERN_LIST).begin()+(util::random()%(m.VEC(A::WISP_PATTERN_LIST).size()+1)),numb);
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}
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}
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wispPattern=std::any_cast<uint8_t>(m.VEC(A::WISP_PATTERN_LIST).back());
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m.VEC(A::WISP_PATTERN_LIST).pop_back();
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}
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m.F(A::SHOOT_TIMER)=ConfigFloat("Phase 2.Wisp Pattern Spawn Wait Time");
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vi2d wispSize={ConfigIntArr("Phase 2.Wisp Size",0),ConfigIntArr("Phase 2.Wisp Size",1)};
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float rowWidth=ConfigString(std::format("Wisp Pattern {}.Row[0]",wispPattern)).length()*wispSize.x; // Width of a wisp set in pixels.
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float mapWidth=game->GetCurrentMap().MapData.MapSize.x*float(game->GetCurrentMap().MapData.tilewidth);
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int rowCount=Config(std::format("Wisp Pattern {}",wispPattern)).GetKeys().size();
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for(float x=0;x<mapWidth;x+=wispSize.x){
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for(int y=0;y<rowCount;y++){
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float ySpawn=ConfigInt("Phase 2.Wisp Pattern Spawn Y")+y*wispSize.y;
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BULLET_LIST.push_back(std::make_unique<Wisp>(vf2d{x,ySpawn},vf2d{0,ConfigFloat("Phase 2.Wisp Speed")},wispSize.x/2,m.GetAttack(),m.OnUpperLevel(),false,ConfigPixel("Phase 2.Wisp Color")));
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}
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}
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m.I(A::PHASE_REPEAT_COUNT)--;
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}
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}else{
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if(m.F(A::RECOVERY_TIME)==0.f){
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if(ConfigFloat("Phase 2.Wisp Count Phase Change Wait")==0.f)m.phase=3;
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m.F(A::RECOVERY_TIME)=ConfigFloat("Phase 2.Wisp Count Phase Change Wait");
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}else{
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m.F(A::RECOVERY_TIME)-=fElapsedTime;
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if(m.F(A::RECOVERY_TIME)<=0.f){
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m.phase=3;
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}
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}
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}
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}break;
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case 3:{
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std::cout<<"Phase 3"<<std::endl;
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}break;
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default:{
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ERR(std::format("WARNING! Unknown phase {} for {} reached!",m.phase,m.GetName()));
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}
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}
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}
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