The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/SlimeKing.cpp

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#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 © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "DEFINES.h"
#include "AdventuresInLestoria.h"
#include "util.h"
#include "safemap.h"
#include "Effect.h"
#include "FallingDebris.h"
#include "MonsterAttribute.h"
#include "SoundEffect.h"
INCLUDE_game
INCLUDE_BULLET_LIST
INCLUDE_ANIMATION_DATA
INCLUDE_MONSTER_DATA
INCLUDE_GFX
using A=Attribute;
void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,std::string strategy){
float bulletSpd=ConfigFloat("BulletSpd")/100*24;
m.F(A::SHOOT_TIMER)=std::max(0.f,m.F(A::SHOOT_TIMER)-fElapsedTime);
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);
m.F(A::CASTING_TIMER)=std::max(0.f,m.F(A::CASTING_TIMER)-fElapsedTime);
m.F(A::RUN_AWAY_TIMER)=std::max(0.f,m.F(A::RUN_AWAY_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}));
}
SoundEffect::PlaySFX("Slime King Shoot",m.GetPos());
};
const auto Landed=[&ShootBulletRing,&m](int currentPhase){
if(currentPhase==1){
ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
}
SoundEffect::PlaySFX("Slime King Land",m.GetPos());
};
const auto TransitionPhase=[&](int newPhase){
const int MAX_ATTEMPTS=100; //Maximum number of tries to find a valid location.
Player*player=game->GetPlayer();
m.I(A::PATTERN_REPEAT_COUNT)=0;
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_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_DATA[spawnMonster]);
}
};
switch(newPhase){
case 2:{
SpawnMonsterFromConfig(2);
}break;
case 3:{
SpawnMonsterFromConfig(3);
}break;
case 4:{
SpawnMonsterFromConfig(4);
}break;
case 5:{
}break;
}
};
const auto StartJumpTowardsPlayer=[&](float jumpDuration,float recoveryTime,float jumpMoveSpd,float moveTowardsTargetLockinTime){
m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration;
m.B(A::JUMP_TOWARDS_PLAYER)=true;
m.F(A::RECOVERY_TIME)=recoveryTime;
m.F(A::JUMP_MOVE_SPD)=jumpMoveSpd;
m.F(A::JUMP_MOVE_TO_TARGET_TIMER)=moveTowardsTargetLockinTime;
m.SetState(State::JUMP);
};
const auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime,float jumpMoveSpd,float moveTowardsTargetLockinTime){
m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration;
m.V(A::JUMP_TARGET_POS)=targetPos;
m.B(A::JUMP_TOWARDS_PLAYER)=false;
m.F(A::RECOVERY_TIME)=recoveryTime;
m.F(A::JUMP_MOVE_SPD)=jumpMoveSpd;
m.F(A::JUMP_MOVE_TO_TARGET_TIMER)=moveTowardsTargetLockinTime;
m.SetState(State::JUMP);
};
const auto Recovered=[&](){
switch(m.phase){
case 2:{
switch(m.I(A::JUMP_COUNT)){
case 1:
case 2:{ //After the 1st and 2nd jumps we still have another jump to accomplish.
m.I(A::JUMP_COUNT)++;
float jumpTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0);
float jumpSpd=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1);
float lockedInTargetTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",2);
StartJumpTowardsPlayer(jumpTime,0.2f,jumpSpd,lockedInTargetTime);
}break;
default:{
m.PerformIdleAnimation();
m.SetState(State::NORMAL);
}
}
}break;
}
};
if(m.F(A::RUN_AWAY_TIMER)>0){
Monster::STRATEGY::RUN_AWAY(m,fElapsedTime,"Run Away");
return;
}
if(m.GetState()==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.SetState(State::NORMAL);
Recovered();
}
return;
}
if(m.GetState()==State::JUMP){
float jumpLandingTimerRatio=m.F(A::JUMP_LANDING_TIMER)/m.F(A::JUMP_ORIGINAL_LANDING_TIMER);
vf2d jumpTargetPos=m.V(A::JUMP_TARGET_POS);
if(m.B(A::JUMP_TOWARDS_PLAYER)){
jumpTargetPos=game->GetPlayer()->GetPos();
}
if(m.F(A::JUMP_LANDING_TIMER)>m.F(A::JUMP_MOVE_TO_TARGET_TIMER)){
if(m.GetPos().x>jumpTargetPos.x){
m.SetX(std::max(jumpTargetPos.x,m.GetPos().x-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
} else
if(m.GetPos().x<jumpTargetPos.x){
m.SetX(std::min(jumpTargetPos.x,m.GetPos().x+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
}
if(m.GetPos().y>jumpTargetPos.y){
m.SetY(std::max(jumpTargetPos.y,m.GetPos().y-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
} else
if(m.GetPos().y<jumpTargetPos.y){
m.SetY(std::min(jumpTargetPos.y,m.GetPos().y+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
}
}
if(m.F(A::JUMP_LANDING_TIMER)>=m.F(A::JUMP_ORIGINAL_LANDING_TIMER)/2){
m.SetZ(util::lerp(0,float(ConfigInt("JumpHeight")),1-jumpLandingTimerRatio));
}else{
m.SetZ(util::lerp(0,float(ConfigInt("JumpHeight")),jumpLandingTimerRatio*2));
}
if(m.F(A::JUMP_LANDING_TIMER)==0){
m.state=State::RECOVERY;
game->SetupWorldShake(0.6f);
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()*float(ConfigInt("JumpKnockbackFactor")));
if(m.phase!=2){
game->GetPlayer()->SetIframes(1.f);
}else{ //In phase 2 you can get hit by multiple knockbacks, so the iframe time is a lot shorter.
game->GetPlayer()->SetIframes(0.2f);
}
}
m.SetZ(0);
Landed(m.phase);
m.SetStrategyDrawFunction([](AiL*game,Monster&m,const std::string&strategy){});
} else
if(m.F(A::JUMP_LANDING_TIMER)<=ConfigFloat("JumpWarningIndicatorTime")){
m.SetStrategyDrawFunction([](AiL*game,Monster&m,const std::string&strategy){
Decal*dec=GFX["range_indicator.png"].Decal();
game->view.DrawRotatedDecal(m.GetPos(),dec,0,dec->sprite->Size()/2,vf2d{m.GetSizeMult(),m.GetSizeMult()},RED);
});
}
return;
}
if(m.GetState()==State::CASTING){
m.PerformAnimation("CHARGEUP");
if(m.F(A::CASTING_TIMER)==0){
m.SetState(State::NORMAL);
m.I(A::JUMP_COUNT)++;
float jumpTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0);
float jumpSpd=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1);
float lockedInTargetTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",2);
StartJumpTowardsPlayer(jumpTime,0.2f,jumpSpd,lockedInTargetTime);
}
return;
}
switch(m.phase){
case 0:{
m.size=ConfigInt("Phase1.Size")/100.f;
m.diesNormally=false;
m.F(A::IFRAME_TIME_UPON_HIT)=0;
m.SetIframes(ConfigFloat("Phase5.IframeTimePerHit"));
m.phase=ConfigInt("StartPhase");
}break;
case 1:{
if(m.GetRemainingHPPct()<=ConfigFloat("Phase2.Change")/100.f){
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")){
StartJumpTowardsPlayer(ConfigFloat("Phase1.AirborneTime"),ConfigFloat("Phase1.LandingRecoveryTime"),ConfigFloat("JumpMoveSpd"),ConfigFloat("Phase1.JumpLockinTargetTime"));
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(util::random()%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.GetRemainingHPPct()<=ConfigFloat("Phase3.Change")/100.f){
m.phase=3;
m.SetSize(ConfigFloat("Phase3.Size")/100,false);
if(m.I(A::PATTERN_REPEAT_COUNT)==0){
m.I(A::PATTERN_REPEAT_COUNT)=1;
}
TransitionPhase(m.phase);
return;
}
if(m.F(A::SHOOT_TIMER)==0){
m.F(A::SHOOT_TIMER)=float(ConfigInt("Phase2.ShootRate"));
m.I(A::PATTERN_REPEAT_COUNT)++;
int bulletCount=ConfigInt("Phase2.ShootProjectileCount");
for(int i=0;i<bulletCount;i++){
float initialAngle=util::angleTo(m.GetPos(),game->GetPlayer()->GetPos());
float angle=(i-(bulletCount/2))*util::degToRad(ConfigFloat("Phase2.ShootAngleSpread"))+initialAngle;
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}));
}
SoundEffect::PlaySFX("Slime King Shoot",m.GetPos());
}
if(m.I(A::PATTERN_REPEAT_COUNT)>ConfigInt("Phase2.ShootCount")){
m.I(A::PATTERN_REPEAT_COUNT)=0;
m.I(A::JUMP_COUNT)=0;
m.F(A::CASTING_TIMER)=5;
m.SetState(State::CASTING);
}
}break;
case 3:{
if(m.GetRemainingHPPct()<=ConfigFloat("Phase4.Change")/100.f){
m.phase=4;
m.SetSize(ConfigFloat("Phase4.Size")/100,false);
m.AddBuff(BuffType::SLOWDOWN,99999,ConfigFloat("Phase4.MoveSpdModifier")/100);
TransitionPhase(m.phase);
return;
}
if(m.I(A::PATTERN_REPEAT_COUNT)==0){
StartJumpTowardsPlayer(ConfigFloat("Phase3.JumpDelayTime"),ConfigFloat("Phase3.JumpRecoveryTime"),ConfigFloat("Phase3.JumpMoveSpd"),ConfigFloat("Phase3.JumpLockinTargetTime"));
m.I(A::PATTERN_REPEAT_COUNT)++;
}else
if(m.I(A::PATTERN_REPEAT_COUNT)<4&&m.F(A::SHOOT_TIMER)==0){
m.F(A::SHOOT_TIMER)=ConfigFloat("Phase3.ShootRate");
m.I(A::PATTERN_REPEAT_COUNT)++;
int bulletCount=ConfigInt("Phase3.ShootProjectileCount");
for(int i=0;i<bulletCount;i++){
float initialAngle=util::angleTo(m.GetPos(),game->GetPlayer()->GetPos());
float angle=(i-(bulletCount/2))*util::degToRad(ConfigFloat("Phase3.ShootAngleSpread"))+initialAngle;
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}));
}
SoundEffect::PlaySFX("Slime King Shoot",m.GetPos());
}else
if(m.I(A::PATTERN_REPEAT_COUNT)>=4){
m.F(A::RECOVERY_TIME)=ConfigFloat("Phase3.PhaseRecoveryTime");
m.SetState(State::RECOVERY);
m.I(A::PATTERN_REPEAT_COUNT)=0;
}
}break;
case 4:{
if(m.hp<=1){ //HP can't reach 0 when the dies normally flag is on.
m.phase=5;
m.F(A::IFRAME_TIME_UPON_HIT)=1;
m.I(A::HITS_UNTIL_DEATH)=int(m.GetSizeMult()*100/ConfigFloat("Phase5.SizeLossPerHit"))-1;
TransitionPhase(m.phase);
return;
}
if(m.I(A::PHASE_REPEAT_COUNT)>=5){
m.I(A::PHASE_REPEAT_COUNT)=0;
float jumpAngle=util::angleTo(m.GetPos(),game->GetCurrentMapData().MapSize/2*game->GetCurrentMapData().tilewidth); //We jump towards the center to keep the player from constantly dealing with a stuck boss.
float jumpDistance=ConfigFloat("Phase4.JumpDistance")/100*game->GetCurrentMapData().tilewidth;
float jumpSpd=jumpDistance/ConfigFloat("Phase4.JumpDuration");
float lockedInTargetTime=ConfigFloat("Phase4.JumpLockinTargetTime");
StartJump(ConfigFloat("Phase4.JumpDuration"),m.GetPos()+vf2d{cos(jumpAngle)*jumpDistance,sin(jumpAngle)*jumpDistance},0,jumpSpd,lockedInTargetTime);
}else
if(m.I(A::PATTERN_REPEAT_COUNT)<5&&m.F(A::SHOOT_TIMER)==0){
m.I(A::PATTERN_REPEAT_COUNT)++;
m.F(A::SHOOT_TIMER)=ConfigFloat("Phase4.ShootRate");
float bulletAngle=util::angleTo(m.GetPos(),game->GetPlayer()->GetPos());
float spreadAngle=util::degToRad(ConfigFloat("Phase4.RandomOffsetAngle"));
bulletAngle+=util::random(spreadAngle*2)-spreadAngle;
BULLET_LIST.emplace_back(std::make_unique<Bullet>(m.GetPos(),vf2d{cos(bulletAngle),sin(bulletAngle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6}));
SoundEffect::PlaySFX("Slime King Shoot",m.GetPos());
}else
if(m.I(A::PATTERN_REPEAT_COUNT)==5){
m.I(A::PATTERN_REPEAT_COUNT)++;
m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase4.RunAwayTime");
}else
if(m.I(A::PATTERN_REPEAT_COUNT)==6&&m.F(A::RUN_AWAY_TIMER)==0){
m.F(A::RECOVERY_TIME)=ConfigFloat("Phase4.WaitTime");
m.SetState(State::RECOVERY);
m.I(A::PATTERN_REPEAT_COUNT)=0;
m.I(A::PHASE_REPEAT_COUNT)++;
}
}break;
case 5:{
float targetSize=ConfigFloat("Phase5.SizeLossPerHit")/100*m.I(A::HITS_UNTIL_DEATH);
Monster::STRATEGY::RUN_AWAY(m,fElapsedTime,"Run Away");
if(targetSize>0){
m.SetSize(targetSize,false);
}else{
m.diesNormally=true;
}
}break;
}
}