# 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 ,
} ;
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 ) ;
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 : {
m . F ( A : : CASTING_TIMER ) - = fElapsedTime ;
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 ;
}
m . F ( A : : CASTING_TIMER ) = util : : random_range ( ConfigFloatArr ( " Arm Move Timer " , 0 ) , ConfigFloatArr ( " Arm Move Timer " , 1 ) ) ;
}
} break ;
}
}