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/Crawler/SlimeKing.cpp

335 lines
13 KiB

#include "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "utils.h"
#include "safemap.h"
#include "Effect.h"
#include "FallingDebris.h"
#include "MonsterAttribute.h"
INCLUDE_game
INCLUDE_BULLET_LIST
INCLUDE_ANIMATION_DATA
INCLUDE_MONSTER_NAME_DATA
typedef Attribute A;
void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumber){
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}));
}
};
const auto Landed=[&ShootBulletRing,&m](int currentPhase){
if(currentPhase==1){
ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
}
};
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_NAME_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_NAME_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){
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.SetState(State::JUMP);
};
const auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime,float jumpMoveSpd){
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.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);
StartJumpTowardsPlayer(jumpTime,0.2,jumpSpd);
}break;
default:{
m.PerformIdleAnimation();
m.SetState(State::NORMAL);
}
}
}break;
}
};
if(m.F(A::RUN_AWAY_TIMER)>0){
Monster::STRATEGY::RUN_AWAY(m,fElapsedTime,4);
/*HACK ALERT!! This is kind of a hack. If the Run Away script changes the 4 would be inaccurate, but the run away script doesn't use this value so it's probably fine.*/
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.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,ConfigInt("JumpHeight"),1-jumpLandingTimerRatio));
}else{
m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),jumpLandingTimerRatio*2));
}
if(m.F(A::JUMP_LANDING_TIMER)==0){
m.state=State::RECOVERY;
game->SetupWorldShake(0.6);
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()*ConfigInt("JumpKnockbackFactor"));
if(m.phase!=2){ //In phase 2, the player can get slammed multiple times. No iframes for messing up.
game->GetPlayer()->SetIframes(1);
}
}
m.SetZ(0);
Landed(m.phase);
m.SetStrategyDrawFunction([](Crawler*game){});
} else
if(m.F(A::JUMP_LANDING_TIMER)<=ConfigFloat("JumpWarningIndicatorTime")){
m.SetStrategyDrawFunction([&](Crawler*game){
Decal*dec=ANIMATION_DATA["range_indicator.png"].GetFrame(game->GetElapsedTime()).GetSourceImage()->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.UpdateAnimation("monsters/Slime King - Cast.png");
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);
StartJumpTowardsPlayer(jumpTime,0.2,jumpSpd);
}
return;
}
switch(m.phase){
case 0:{
m.size=ConfigInt("Phase1.Size")/100;
m.diesNormally=false;
m.F(A::IFRAME_TIME_UPON_HIT)=0;
m.iframe_timer=ConfigFloat("Phase5.IframeTimePerHit");
m.phase=ConfigInt("StartPhase");
}break;
case 1:{
if(m.hp<=m.maxhp*ConfigFloat("Phase2.Change")/100){
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"));
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(rand()%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.hp<=m.maxhp*ConfigFloat("Phase3.Change")/100){
m.phase=3;
m.SetSize(ConfigFloat("Phase3.Size")/100,false);
TransitionPhase(m.phase);
return;
}
if(m.F(A::SHOOT_TIMER)==0){
m.F(A::SHOOT_TIMER)=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}));
}
}
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.hp<=m.maxhp*ConfigFloat("Phase4.Change")/100){
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"));
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}));
}
}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->GetCurrentMap().MapSize*game->GetCurrentMap().tilewidth/2); //We jump towards the center to keep the player from constantly dealing with a stuck boss.
float jumpDistance=ConfigFloat("Phase4.JumpDistance")/100*game->GetCurrentMap().tilewidth;
float jumpSpd=jumpDistance/ConfigFloat("Phase4.JumpDuration");
StartJump(ConfigFloat("Phase4.JumpDuration"),m.GetPos()+vf2d{cos(jumpAngle)*jumpDistance,sin(jumpAngle)*jumpDistance},0,jumpSpd);
}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}));
}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,4);
if(targetSize>0){
m.SetSize(targetSize,false);
}else{
m.diesNormally=true;
}
}break;
}
}