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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_game
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INCLUDE_BULLET_LIST
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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(Attribute::SHOOT_RING_TIMER)=std::max(0.f,m.F(Attribute::SHOOT_RING_TIMER)-fElapsedTime);
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m.F(Attribute::SHOOT_RING_DELAY)=std::max(0.f,m.F(Attribute::SHOOT_RING_DELAY)-fElapsedTime);
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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=1;
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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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}
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if(m.GetFloat(Attribute::SHOOT_RING_TIMER)==0){
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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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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;
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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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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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}
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if(m.GetInt(Attribute::SHOOT_RING_COUNTER)>0){
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if(m.GetFloat(Attribute::SHOOT_RING_DELAY)==0){
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m.I(A::SHOOT_RING_COUNTER)--;
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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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}
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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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}
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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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}
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}break;
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}
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}
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