# 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 <EFBFBD> 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "MonsterStrategyHelpers.h"
# include "util.h"
# include "AdventuresInLestoria.h"
# include "SoundEffect.h"
# include "BulletTypes.h"
using A = Attribute ;
INCLUDE_game
INCLUDE_MONSTER_LIST
void Monster : : STRATEGY : : GIANT_OCTOPUS ( Monster & m , float fElapsedTime , std : : string strategy ) {
enum PhaseName {
INIT ,
IDENTIFY_ARMS ,
NORMAL ,
HURT_ANIMATION ,
DEAD ,
} ;
if ( ! m . B ( A : : ARM_SPEEDS_INCREASED ) & & m . GetHealth ( ) < = ConfigInt ( " Arm Speedup Health Threshold " ) ) {
m . B ( A : : ARM_SPEEDS_INCREASED ) = true ;
for ( std : : shared_ptr < Monster > & arm : MONSTER_LIST ) {
const std : : string OCTOPUS_ARM_NAME { " Octopus Arm " } ;
if ( arm - > GetName ( ) = = OCTOPUS_ARM_NAME ) {
std : : weak_ptr < Monster > armPtr { arm } ;
if ( ! armPtr . expired ( ) ) armPtr . lock ( ) - > GetFloat ( A : : ATTACK_ANIMATION_SPEED ) = 1.f + ConfigFloat ( " Arm Animation Speed Increase " ) / 100.f ;
}
}
}
switch ( PHASE ( ) ) {
case INIT : {
m . F ( A : : BREAK_TIME ) = 0.5f ;
m . AddBuff ( BuffType : : DAMAGE_REDUCTION , INFINITE , ConfigFloat ( " Permanent Resistance Buff " ) / 100.f ) ;
m . SetStrategyDeathFunction ( [ ] ( GameEvent & event , Monster & m , const std : : string & strategy ) {
std : : string takoyakiImgDir { " item_img_directory " _S + " Takoyaki.png " } ;
if ( ! GFX . count ( takoyakiImgDir ) ) ERR ( std : : format ( " WARNING! Could not find item image {} " , takoyakiImgDir ) ) ;
game - > AddEffect ( std : : make_unique < Effect > ( m . GetPos ( ) , INFINITE , " item_img_directory " _S + " Takoyaki.png " , m . OnUpperLevel ( ) , 1.f , 0.f , vf2d { 4.f , 4.f } , vf2d { } , WHITE ) ) ;
m . SetLifetime ( 4.f ) ;
SETPHASE ( DEAD ) ;
return false ;
} ) ;
SETPHASE ( IDENTIFY_ARMS ) ;
} break ;
case IDENTIFY_ARMS : {
m . F ( A : : BREAK_TIME ) - = fElapsedTime ;
if ( m . F ( A : : BREAK_TIME ) < = 0.f ) {
m . F ( A : : CASTING_TIMER ) = util : : random_range ( ConfigFloatArr ( " Arm Move Timer " , 0 ) , ConfigFloatArr ( " Arm Move Timer " , 1 ) ) ;
for ( std : : shared_ptr < Monster > & arm : MONSTER_LIST ) {
const std : : string OCTOPUS_ARM_NAME { " Octopus Arm " } ;
if ( arm - > GetName ( ) = = OCTOPUS_ARM_NAME ) {
std : : weak_ptr < Monster > armPtr { arm } ;
m . VEC ( A : : ARM_LIST ) . emplace_back ( armPtr ) ;
m . VEC ( A : : ARM_LOCATIONS ) . emplace_back ( armPtr . lock ( ) - > GetPos ( ) ) ;
}
}
SETPHASE ( NORMAL ) ;
}
} break ;
case NORMAL : {
const bool InSecondPhase { m . GetHealth ( ) < = ConfigInt ( " Phase 2 Health Threshold " ) } ;
m . F ( A : : SHOOT_TIMER ) - = fElapsedTime ;
m . F ( A : : CASTING_TIMER ) - = fElapsedTime ;
m . F ( A : : LAST_SHOOT_TIMER ) - = fElapsedTime ;
m . F ( A : : LAST_INK_SHOOT_TIMER ) - = fElapsedTime ;
if ( m . F ( A : : SHOOT_ANIMATION_TIME ) > 0.f ) {
m . F ( A : : SHOOT_ANIMATION_TIME ) - = fElapsedTime ;
if ( m . F ( A : : SHOOT_ANIMATION_TIME ) < = 0.f ) m . PerformIdleAnimation ( ) ;
}
if ( m . F ( A : : CASTING_TIMER ) < = 0.f ) {
int deadMonsterCount { 0 } ;
std : : vector < vf2d > unoccupiedArmLocs ;
AddAllUnoccupedArmLocations :
std : : for_each ( m . VEC ( A : : ARM_LOCATIONS ) . begin ( ) , m . VEC ( A : : ARM_LOCATIONS ) . end ( ) , [ & unoccupiedArmLocs ] ( const std : : any & armLoc ) { unoccupiedArmLocs . emplace_back ( std : : any_cast < vf2d > ( armLoc ) ) ; } ) ;
std : : vector < std : : any > liveArms ;
RemoveOccupiedArmLocationsAndDetectAliveArms :
std : : copy_if ( m . VEC ( A : : ARM_LIST ) . begin ( ) , m . VEC ( A : : ARM_LIST ) . end ( ) , std : : back_inserter ( liveArms ) , [ & unoccupiedArmLocs , & deadMonsterCount ] ( const std : : any & arm ) {
const std : : weak_ptr < Monster > & m { std : : any_cast < std : : weak_ptr < Monster > > ( arm ) } ;
const bool isLive { ! m . expired ( ) & & m . lock ( ) - > IsAlive ( ) } ;
if ( isLive ) std : : erase_if ( unoccupiedArmLocs , [ & m ] ( const vf2d & armLoc ) { return m . lock ( ) - > GetPos ( ) = = armLoc ; } ) ;
else deadMonsterCount + + ;
return isLive ;
} ) ;
RemoveArmLocationsTooFarFromPlayer :
std : : erase_if ( unoccupiedArmLocs , [ maxDist = ConfigPixels ( " Arm Max Move Distance From Player " ) ] ( const vf2d & armLoc ) { return util : : distance ( game - > GetPlayer ( ) - > GetPos ( ) , armLoc ) > maxDist ; } ) ;
const bool AtLeastOneArmAlive { deadMonsterCount ! = m . VEC ( A : : ARM_LIST ) . size ( ) } ;
if ( deadMonsterCount > 0 & & AtLeastOneArmAlive & & unoccupiedArmLocs . size ( ) > 0 ) {
const std : : weak_ptr < Monster > & randomArm { std : : any_cast < std : : weak_ptr < Monster > > ( liveArms [ util : : random ( ) % liveArms . size ( ) ] ) } ;
const vf2d & randomLoc { std : : any_cast < vf2d > ( unoccupiedArmLocs [ util : : random ( ) % unoccupiedArmLocs . size ( ) ] ) } ;
randomArm . lock ( ) - > PerformAnimation ( " SUBMERGE " ) ;
randomArm . lock ( ) - > SetPhase ( " Octopus Arm " , randomArm . lock ( ) - > I ( A : : SUBMERGE_STRAT_ID ) ) ;
randomArm . lock ( ) - > GetFloat ( A : : RECOVERY_TIME ) = randomArm . lock ( ) - > GetCurrentAnimation ( ) . GetTotalAnimationDuration ( ) ;
randomArm . lock ( ) - > SetCollisionRadius ( 0.f ) ;
randomArm . lock ( ) - > V ( A : : JUMP_TARGET_POS ) = randomLoc ;
randomArm . lock ( ) - > SetStrategyDrawFunction ( [ ] ( AiL * game , Monster & monster , const std : : string & strategy ) { } ) ;
}
m . F ( A : : CASTING_TIMER ) = util : : random_range ( ConfigFloatArr ( " Arm Move Timer " , 0 ) , ConfigFloatArr ( " Arm Move Timer " , 1 ) ) ;
}
if ( m . F ( A : : SHOOT_TIMER ) < = 0.f ) {
const auto CreateBurstBullet = [ & ] ( ) {
CreateBullet ( BurstBullet ) ( m . GetPos ( ) , util : : pointTo ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) * ConfigFloat ( " Big Bullet Speed " ) , game - > GetPlayer ( ) , ConfigPixels ( " Big Bullet Detection Radius " ) , ConfigInt ( " Big Bullet Extra Bullet Count " ) , util : : degToRad ( ConfigFloat ( " Big Bullet Extra Bullet Rotate Speed " ) ) , ConfigFloat ( " Big Bullet Extra Bullet Radius " ) , vf2d { ConfigFloatArr ( " Big Bullet Extra Bullet Image Scale " , 0 ) , ConfigFloatArr ( " Big Bullet Extra Bullet Image Scale " , 1 ) } , ConfigFloat ( " Big Bullet Extra Bullet Speed " ) , ConfigFloat ( " Big Bullet Extra Bullet Acceleration " ) , ConfigFloat ( " Big Bullet Radius " ) , ConfigInt ( " Big Bullet Damage " ) , m . OnUpperLevel ( ) , false , ConfigPixel ( " Big Bullet Color " ) , vf2d { ConfigFloat ( " Big Bullet Image Scale " ) , ConfigFloat ( " Big Bullet Image Scale " ) } ) EndBullet ;
m . F ( A : : SHOOT_TIMER ) = ConfigFloat ( " Big Bullet Boss Rest Time " ) ;
m . I ( A : : ATTACK_COUNT ) = - 1 ;
} ;
if ( InSecondPhase ) {
if ( m . F ( A : : LAST_INK_SHOOT_TIMER ) < = 0.f ) {
CreateBullet ( InkBullet ) ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) , vf2d { ConfigFloat ( " Phase 2.Ink Bullet Speed " ) , 0.f } , ConfigFloat ( " Phase 2.Ink Explosion Radius " ) , ConfigFloat ( " Phase 2.Ink Puddle Lifetime " ) , ConfigFloat ( " Phase 2.Ink Slowdown Time " ) , ConfigFloat ( " Phase 2.Ink Slowdown Amount " ) / 100.f , ConfigFloat ( " Phase 2.Ink Puddle Collision Radius " ) , m . OnUpperLevel ( ) , false ) EndBullet ;
m . F ( A : : LAST_INK_SHOOT_TIMER ) = ConfigFloat ( " Phase 2.Ink Bullet Frequency " ) ;
goto BulletShot ;
} else
if ( m . I ( A : : BULLET_COUNT_AFTER_INK_ATTACK ) > ConfigInt ( " Phase 2.Homing Bullet Starts After " ) ) {
if ( m . I ( A : : ATTACK_COUNT ) % ConfigInt ( " Phase 2.Homing Bullet Frequency " ) = = 0 ) CreateBullet ( HomingBullet ) ( m . GetPos ( ) , Entity { game - > GetPlayer ( ) } , util : : degToRad ( ConfigFloat ( " Phase 2.Homing Bullet Rotation Speed " ) ) , util : : degToRad ( ConfigFloat ( " Phase 2.Homing Bullet Rotation Speed Player Covered In Ink " ) ) , ConfigFloat ( " Phase 2.Homing Bullet Lifetime " ) , ConfigFloat ( " Bullet Speed " ) , ConfigFloat ( " Bullet Radius " ) , ConfigFloat ( " Bullet Damage " ) , m . OnUpperLevel ( ) , false , ConfigPixel ( " Phase 2.Homing Bullet Color " ) , { ConfigFloat ( " Bullet Radius " ) , ConfigFloat ( " Bullet Radius " ) } ) EndBullet ;
else
if ( m . I ( A : : ATTACK_COUNT ) > = ConfigInt ( " Big Bullet Frequency " ) - 1 ) CreateBurstBullet ( ) ;
else CreateBullet ( Bullet ) ( m . GetPos ( ) , util : : pointTo ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) * ConfigFloat ( " Bullet Speed " ) , ConfigFloat ( " Bullet Radius " ) , ConfigFloat ( " Bullet Damage " ) , m . OnUpperLevel ( ) , false , ConfigPixel ( " Bullet Color " ) , { ConfigFloat ( " Bullet Radius " ) , ConfigFloat ( " Bullet Radius " ) } ) EndBullet ;
m . F ( A : : SHOOT_TIMER ) = ConfigFloat ( " Shoot Frequency " ) ;
goto BulletShot ;
}
m . I ( A : : BULLET_COUNT_AFTER_INK_ATTACK ) + + ;
}
if ( m . I ( A : : ATTACK_COUNT ) > = ConfigInt ( " Big Bullet Frequency " ) - 1 ) CreateBurstBullet ( ) ;
else {
m . F ( A : : SHOOT_TIMER ) = ConfigFloat ( " Shoot Frequency " ) ;
CreateBullet ( Bullet ) ( m . GetPos ( ) , util : : pointTo ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) * ConfigFloat ( " Bullet Speed " ) , ConfigFloat ( " Bullet Radius " ) , ConfigFloat ( " Bullet Damage " ) , m . OnUpperLevel ( ) , false , ConfigPixel ( " Bullet Color " ) , { ConfigFloat ( " Bullet Radius " ) , ConfigFloat ( " Bullet Radius " ) } ) EndBullet ;
}
BulletShot :
m . F ( A : : LAST_SHOOT_TIMER ) = 1.f ;
m . PerformShootAnimation ( m . GetFacingDirectionToTarget ( game - > GetPlayer ( ) - > GetPos ( ) ) ) ;
m . I ( A : : ATTACK_COUNT ) + + ;
}
if ( m . F ( A : : LAST_SHOOT_TIMER ) < = 0.f ) {
m . PerformIdleAnimation ( m . GetFacingDirectionToTarget ( game - > GetPlayer ( ) - > GetPos ( ) ) ) ;
}
} break ;
case HURT_ANIMATION : {
} break ;
case DEAD : { } break ;
}
}