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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> 2024 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 "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Monster.h"
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#include "MonsterStrategyHelpers.h"
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#include "BulletTypes.h"
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/*
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Attack Strategie:
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Runs infront of player,
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short preparation for attack (~0.3 - 0.5 secs depending what looks better animation wise)
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and either slashes with the dagger or stabs with it.
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1 sec of idle before loop repeats
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*/
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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INCLUDE_BULLET_LIST
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using A=Attribute;
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void Monster::STRATEGY::GOBLIN_DAGGER(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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MOVE,
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WINDUP,
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RECOVERY,
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};
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enum AttackType{
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STAB,
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SLASH
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};
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enum class ANIMATION_OFFSET{
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STAB_WINDUP_ANIMATION=0,
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STAB_ANIMATION=4,
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SLASH_WINDUP_ANIMATION=8,
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SLASH_ANIMATION=12,
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IDLE_ANIMATION=16,
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};
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auto SetFacingAnimation=[&](ANIMATION_OFFSET animation,vf2d target){
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m.PerformOtherAnimation(int(animation)+int(m.GetFacingDirectionToTarget(target)));
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};
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auto IsSpriteFlipped=[&](){return m.GetFacingDirection()==RIGHT;};
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using enum ANIMATION_OFFSET;
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switch(m.phase){
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case MOVE:{
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float distToPlayer=m.GetDistanceFrom(game->GetPlayer()->GetPos());
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if(distToPlayer>ConfigFloat("Attack Spacing")/100.f*24){
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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}else{
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m.phase=WINDUP;
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m.I(A::ATTACK_TYPE)=STAB; //TODO: Choose randomly between stab or slash.
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m.F(A::CASTING_TIMER)=ConfigFloat("Stab Windup Time");
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switch(m.I(A::ATTACK_TYPE)){
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case STAB:{
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SetFacingAnimation(STAB_WINDUP_ANIMATION,game->GetPlayer()->GetPos());
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}break;
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case SLASH:{
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SetFacingAnimation(SLASH_WINDUP_ANIMATION,game->GetPlayer()->GetPos());
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}break;
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default:ERR(std::format("WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING!",m.I(A::ATTACK_TYPE)));
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}
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}
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}break;
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case WINDUP:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0){
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m.phase=RECOVERY;
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switch(m.I(A::ATTACK_TYPE)){
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case STAB:{
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vf2d stabTarget=game->GetPlayer()->GetPos();
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SetFacingAnimation(STAB_ANIMATION,stabTarget);
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CreateBullet(DaggerStab)(m,ConfigFloat("Dagger Hit Radius"),m.GetAttack(),ConfigFloat("Dagger Stab Knockback"),m.OnUpperLevel(),m.GetFacingDirectionToTarget(stabTarget),ConfigFloat("Dagger Frame Duration"),ConfigFloat("Dagger Stab Distance"),IsSpriteFlipped()?DaggerStab::HorizontalFlip::FLIPPED:DaggerStab::HorizontalFlip::NONE,
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DaggerStab::DirectionOffsets{ConfigVec("Dagger Up Offset"),ConfigVec("Dagger Down Offset"),ConfigVec("Dagger Left Offset")})EndBullet;
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}break;
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case SLASH:{
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SetFacingAnimation(SLASH_ANIMATION,game->GetPlayer()->GetPos());
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}break;
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default:ERR(std::format("WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING!",m.I(A::ATTACK_TYPE)));
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}
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m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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m.F(A::RECOVERY_TIME)=ConfigFloat("Attack Recovery Time");
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}
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}break;
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case RECOVERY:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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m.F(A::RECOVERY_TIME)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0){SetFacingAnimation(IDLE_ANIMATION,game->GetPlayer()->GetPos());}
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if(m.F(A::RECOVERY_TIME)<=0)m.phase=MOVE;
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}break;
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}
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}
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