# 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 "Monster.h"
# include "MonsterStrategyHelpers.h"
# include "AdventuresInLestoria.h"
# include "DEFINES.h"
# include "util.h"
# include "BulletTypes.h"
# include "SoundEffect.h"
# include "StageMaskPolygon.h"
# include "ExpandingRing.h"
INCLUDE_game
INCLUDE_MONSTER_LIST
using A = Attribute ;
void Monster : : STRATEGY : : STONE_GOLEM ( Monster & m , float fElapsedTime , std : : string strategy ) {
enum PhaseName {
INITIALIZE ,
SPAWN_PILLAR_PREPARE ,
SPAWN_PILLAR_CAST ,
STANDARD ,
STONE_THROW_CAST ,
STONE_THROW_FINISH_ANIMATION ,
SHOCKWAVE ,
} ;
const auto PrepareSafeAreas = [ & ] ( ) {
m . VEC ( A : : STAGE_POLYGONS ) . clear ( ) ;
std : : for_each ( MONSTER_LIST . begin ( ) , MONSTER_LIST . end ( ) , [ & ] ( const std : : unique_ptr < Monster > & monsterPtr ) {
if ( monsterPtr - > GetName ( ) ! = " Stone Golem Pillar " ) return ;
const Monster & pillar = * monsterPtr ;
if ( geom2d : : overlaps ( geom2d : : circle < float > { m . GetPos ( ) , m . GetCollisionRadius ( ) } , geom2d : : circle < float > { pillar . GetPos ( ) , pillar . GetCollisionRadius ( ) } ) ) return ;
# pragma region Solve for Safe Quad
//First draw 4 lines to the corners.
const geom2d : : rect < float > & collisionRect { pillar . GetRectangleCollision ( ) . value ( ) } ;
const vf2d upperLeftCorner { pillar . GetPos ( ) + collisionRect . pos * pillar . GetSizeMult ( ) } ;
const vf2d upperRightCorner { pillar . GetPos ( ) + ( collisionRect . pos + vf2d { collisionRect . size . x , 0.f } ) * pillar . GetSizeMult ( ) } ;
const vf2d lowerLeftCorner { pillar . GetPos ( ) + ( collisionRect . pos + vf2d { collisionRect . size . y , 0.f } ) * pillar . GetSizeMult ( ) } ;
const vf2d lowerRightCorner { pillar . GetPos ( ) + ( collisionRect . pos + collisionRect . size ) * pillar . GetSizeMult ( ) } ;
const std : : vector < vf2d > corners { upperLeftCorner , upperRightCorner , lowerLeftCorner , lowerRightCorner } ;
using AngleDiff = float ;
using Corner = vf2d ;
std : : pair < AngleDiff , Corner > largestCorner { } ;
std : : pair < AngleDiff , Corner > smallestCorner { } ;
float angleToMiddle { geom2d : : line < float > { m . GetPos ( ) , pillar . GetPos ( ) } . vector ( ) . polar ( ) . y } ;
std : : for_each ( corners . begin ( ) , corners . end ( ) , [ & ] ( const vf2d & corner ) {
float angleToCorner { geom2d : : line < float > { m . GetPos ( ) , corner } . vector ( ) . polar ( ) . y } ;
AngleDiff diff { util : : angle_difference ( angleToCorner , angleToMiddle ) } ;
if ( largestCorner . first < diff ) largestCorner = { diff , corner } ;
if ( smallestCorner . first > diff ) smallestCorner = { diff , corner } ;
} ) ;
const vf2d extendedLargestCornerPoint { geom2d : : line < float > { m . GetPos ( ) , largestCorner . second } . rpoint ( ( 100000.f ) ) } ;
const vf2d extendedSmallestCornerPoint { geom2d : : line < float > { m . GetPos ( ) , smallestCorner . second } . rpoint ( ( 100000.f ) ) } ;
# pragma endregion
m . VEC ( A : : STAGE_POLYGONS ) . emplace_back ( StageMaskPolygon { { largestCorner . second , extendedLargestCornerPoint , extendedSmallestCornerPoint , smallestCorner . second } , " safeIndicatorGradient.png " , angleToMiddle , PixelLerp ( VERY_DARK_BLUE , BLACK , sin ( geom2d : : pi * game - > GetRunTime ( ) * 2 ) ) } ) ;
} ) ;
m . SetStrategyDrawFunction ( [ & ] ( AiL * game , Monster & m , const std : : string & strategyName ) {
std : : for_each ( m . VEC ( A : : STAGE_POLYGONS ) . begin ( ) , m . VEC ( A : : STAGE_POLYGONS ) . end ( ) , [ & ] ( std : : any & data ) {
StageMaskPolygon & polygon { std : : any_cast < StageMaskPolygon & > ( data ) } ;
Pixel newCol { PixelLerp ( VERY_DARK_BLUE , BLACK , sin ( geom2d : : pi * game - > GetRunTime ( ) * 2 ) / 2.f + 0.5f ) } ;
newCol . a = util : : lerp ( 255.f , 0.f , sin ( geom2d : : pi * game - > GetRunTime ( ) * 2 ) / 2.f + 0.5f ) ;
polygon . SetBlendColor ( newCol ) ;
polygon . Draw ( ) ;
} ) ;
} ) ;
} ;
switch ( m . phase ) {
case INITIALIZE : {
m . F ( A : : RECOVERY_TIME ) = ConfigFloat ( " Beginning Phase.Pillar Cast Delay Time " ) ;
m . I ( A : : PATTERN_REPEAT_COUNT ) = ConfigInt ( " Beginning Phase.Repeat Count " ) ;
m . F ( A : : HEALTH_PCT_PHASE ) = 1.f ;
m . phase = SPAWN_PILLAR_PREPARE ;
} break ;
case SPAWN_PILLAR_PREPARE : {
m . F ( A : : RECOVERY_TIME ) - = fElapsedTime ;
if ( m . F ( A : : RECOVERY_TIME ) < = 0.f ) {
m . V ( A : : LOCKON_POS ) = game - > GetPlayer ( ) - > GetPos ( ) ;
m . SIZET ( A : : LOOPING_SOUND_ID ) = SoundEffect : : PlayLoopingSFX ( " Rock Toss Cast " , m . GetPos ( ) ) ;
m . PerformAnimation ( " CAST " , m . GetFacingDirectionToTarget ( m . V ( A : : LOCKON_POS ) ) ) ;
game - > AddEffect ( std : : make_unique < SpellCircle > ( m . V ( A : : LOCKON_POS ) , ConfigFloat ( " Beginning Phase.Pillar Cast Time " ) , " range_indicator.png " , " spell_insignia.png " , m . OnUpperLevel ( ) , vf2d { 1.f , 1.f } * ( MONSTER_DATA . at ( " Stone Golem Pillar " ) . GetCollisionRadius ( ) * MONSTER_DATA . at ( " Stone Golem Pillar " ) . GetSizeMult ( ) / 12.f ) * 1.25f , 0.3f , vf2d { } , ConfigPixel ( " Beginning Phase.Pillar Spell Circle Color " ) , util : : random ( 2 * PI ) , util : : degToRad ( ConfigFloat ( " Beginning Phase.Pillar Spell Circle Rotation Spd " ) ) , false , vf2d { 1.f , 1.f } * ( MONSTER_DATA . at ( " Stone Golem Pillar " ) . GetCollisionRadius ( ) * MONSTER_DATA . at ( " Stone Golem Pillar " ) . GetSizeMult ( ) / 12.f ) * 0.9f , 0.3f , vf2d { } , ConfigPixel ( " Beginning Phase.Pillar Spell Insignia Color " ) , util : : random ( 2 * PI ) , util : : degToRad ( ConfigFloat ( " Beginning Phase.Pillar Spell Insignia Rotation Spd " ) ) ) , true ) ;
m . F ( A : : CASTING_TIMER ) = ConfigFloat ( " Beginning Phase.Pillar Cast Time " ) ;
m . phase = SPAWN_PILLAR_CAST ;
}
} break ;
case SPAWN_PILLAR_CAST : {
m . F ( A : : CASTING_TIMER ) - = fElapsedTime ;
if ( m . F ( A : : CASTING_TIMER ) < = 0.f ) {
SoundEffect : : StopLoopingSFX ( m . SIZET ( A : : LOOPING_SOUND_ID ) ) ;
SoundEffect : : PlaySFX ( " Pillar Rise " , m . V ( A : : LOCKON_POS ) ) ;
m . I ( A : : PATTERN_REPEAT_COUNT ) - - ;
game - > SpawnMonster ( m . V ( A : : LOCKON_POS ) , MONSTER_DATA . at ( " Stone Golem Pillar " ) , m . OnUpperLevel ( ) ) ;
game - > Hurt ( m . V ( A : : LOCKON_POS ) , MONSTER_DATA . at ( " Stone Golem Pillar " ) . GetCollisionRadius ( ) * MONSTER_DATA . at ( " Stone Golem Pillar " ) . GetSizeMult ( ) , MONSTER_DATA . at ( " Stone Golem Pillar " ) . GetAttack ( ) , m . OnUpperLevel ( ) , 0.f , HurtType : : PLAYER ) ;
if ( m . I ( A : : PATTERN_REPEAT_COUNT ) < = 0 ) {
m . phase = STANDARD ;
} else {
m . PerformIdleAnimation ( m . GetFacingDirectionToTarget ( game - > GetPlayer ( ) - > GetPos ( ) ) ) ;
m . F ( A : : RECOVERY_TIME ) = ConfigFloat ( " Beginning Phase.Pillar Cast Delay Time " ) ;
m . phase = SPAWN_PILLAR_PREPARE ;
}
}
} break ;
case STANDARD : {
BEAR ( m , fElapsedTime , " Bear " ) ;
//Extending the bear script's variables to read the state of it...
const bool SlamHasFinished = m . I ( A : : ATTACK_COUNT ) ! = m . I ( A : : BEAR_STOMP_COUNT ) ;
if ( SlamHasFinished ) {
if ( m . F ( A : : HEALTH_PCT_PHASE ) - m . GetHealthRatio ( ) > = 0.1f ) {
m . F ( A : : HEALTH_PCT_PHASE ) - = 0.1f ;
m . F ( A : : CASTING_TIMER ) = ConfigFloat ( " Shockwave.Cast Time " ) ;
PrepareSafeAreas ( ) ;
m . phase = SHOCKWAVE ;
break ;
}
const bool StoneThrowRollSucceeds = util : : random ( 100.f ) < = ConfigFloat ( " Standard Attack.Stone Throw Chance " ) ;
m . I ( A : : ATTACK_COUNT ) = m . I ( A : : BEAR_STOMP_COUNT ) ; //Make sure the slams are now reset if necessary.
if ( StoneThrowRollSucceeds ) { //The intent is one or the other attack is supposed to happen. We can't do the slam and a throw, rerolling repeatedly each tick is unncessary.
m . phase = STONE_THROW_CAST ;
m . V ( A : : LOCKON_POS ) = game - > GetPlayer ( ) - > GetPos ( ) ;
m . PerformAnimation ( " TOSS ROCK CAST " ) ;
m . F ( A : : CASTING_TIMER ) = ConfigFloat ( " Standard Attack.Stone Throw Cast Time " ) ;
game - > AddEffect ( std : : make_unique < SpellCircle > ( m . V ( A : : LOCKON_POS ) , ConfigFloat ( " Standard Attack.Stone Throw Cast Time " ) , " range_indicator.png " , " spell_insignia.png " , m . OnUpperLevel ( ) , vf2d { 1.f , 1.f } * ( ConfigPixels ( " Standard Attack.Stone Radius " ) / 12.f ) * 1.25f , 0.3f , vf2d { } , ConfigPixel ( " Standard Attack.Stone Throw Spell Circle Color " ) , util : : random ( 2 * PI ) , util : : degToRad ( ConfigFloat ( " Standard Attack.Stone Throw Spell Circle Rotation Spd " ) ) , false , vf2d { 1.f , 1.f } * ( ConfigPixels ( " Standard Attack.Stone Radius " ) / 12.f ) * 0.9f , 0.3f , vf2d { } , ConfigPixel ( " Standard Attack.Stone Throw Spell Insignia Color " ) , util : : random ( 2 * PI ) , util : : degToRad ( ConfigFloat ( " Standard Attack.Stone Throw Spell Insignia Rotation Spd " ) ) ) , true ) ;
//Use acceleration equation to determine how much time it takes for the stone to land based on gravity.
const float stoneTossTime { ConfigFloat ( " Standard Attack.Stone Throw Time " ) } ;
//Physics!! Kinematic equation from https://openstax.org/books/physics/pages/3-2-representing-acceleration-with-equations-and-graphs a=(2d)/(t^2)
const float acc { ( 2 * - ConfigFloat ( " Standard Attack.Stone Throw Height Offset " ) ) / std : : pow ( stoneTossTime , 2.f ) } ;
m . SIZET ( A : : LOOPING_SOUND_ID ) = SoundEffect : : PlayLoopingSFX ( " Rock Toss Cast " , m . GetPos ( ) ) ;
CreateBullet ( LargeStone ) ( m . GetPos ( ) + vf2d { 0 , ConfigFloat ( " Standard Attack.Stone Throw Height Offset " ) / 2.f } , ConfigFloat ( " Standard Attack.Stone Throw Time " ) , m . V ( A : : LOCKON_POS ) , m . F ( A : : CASTING_TIMER ) , ConfigPixels ( " Standard Attack.Stone Radius " ) , ConfigFloat ( " Standard Attack.Stone Throw Height Offset " ) , acc , ConfigInt ( " Standard Attack.Stone Damage " ) , ConfigFloat ( " Standard Attack.Stone Throw Knockback Factor " ) , m . OnUpperLevel ( ) , false , INFINITY , false , WHITE , vf2d { 1 , 1 } * m . GetSizeMult ( ) , util : : random ( 2 * PI ) ) EndBullet ;
}
}
} break ;
case STONE_THROW_CAST : {
m . F ( A : : CASTING_TIMER ) - = fElapsedTime ;
if ( m . F ( A : : CASTING_TIMER ) < = 0.f ) {
SoundEffect : : StopLoopingSFX ( m . SIZET ( A : : LOOPING_SOUND_ID ) ) ;
m . PerformAnimation ( " TOSS ROCK " ) ;
m . F ( A : : RECOVERY_TIME ) = m . GetCurrentAnimation ( ) . GetTotalAnimationDuration ( ) ;
m . phase = STONE_THROW_FINISH_ANIMATION ;
}
} break ;
case STONE_THROW_FINISH_ANIMATION : {
m . F ( A : : RECOVERY_TIME ) - = fElapsedTime ;
if ( m . F ( A : : RECOVERY_TIME ) < = 0.f ) {
m . phase = STANDARD ;
}
} break ;
case SHOCKWAVE : {
m . F ( A : : CASTING_TIMER ) - = fElapsedTime ;
Pixel newCol { PixelLerp ( VERY_DARK_BLUE , BLACK , sin ( geom2d : : pi * game - > GetRunTime ( ) * 2 ) / 2.f + 0.5f ) } ;
newCol . a = util : : lerp ( 255.f , 210.f , sin ( geom2d : : pi * game - > GetRunTime ( ) * 2 ) / 2.f + 0.5f ) ;
game - > SetWorldColor ( newCol ) ;
if ( m . F ( A : : CASTING_TIMER ) < = 0.f ) {
game - > SetupWorldShake ( ConfigFloat ( " Shockwave.Shockwave Screen Shake Time " ) ) ;
bool playerIsSafe { false } ;
for ( std : : any & data : m . VEC ( A : : STAGE_POLYGONS ) ) {
std : : vector < geom2d : : triangle < float > > collisionTris { any_cast < StageMaskPolygon > ( data ) . GetCollisionTriangles ( ) } ;
for ( const geom2d : : triangle < float > & tri : collisionTris ) {
if ( geom2d : : overlaps ( game - > GetPlayer ( ) - > Hitbox ( ) , tri ) ) {
playerIsSafe = true ;
goto DoneWithCollisionCheck ;
}
}
}
DoneWithCollisionCheck :
if ( ! playerIsSafe ) {
game - > GetPlayer ( ) - > Hurt ( ConfigInt ( " Shockwave.Damage " ) , m . OnUpperLevel ( ) , m . GetZ ( ) ) ;
game - > GetPlayer ( ) - > Knockback ( util : : pointTo ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) * ConfigFloat ( " Shockwave.Knockback Amount " ) ) ;
}
m . VEC ( A : : STAGE_POLYGONS ) . clear ( ) ;
std : : for_each ( MONSTER_LIST . begin ( ) , MONSTER_LIST . end ( ) , [ & ] ( const std : : unique_ptr < Monster > & monsterPtr ) {
if ( monsterPtr - > GetName ( ) ! = " Stone Golem Pillar " ) return ;
monsterPtr - > _DealTrueDamage ( ConfigInt ( " Shockwave.Pillar Damage " ) ) ;
} ) ;
SoundEffect : : PlaySFX ( " Shockwave " , m . GetPos ( ) ) ;
game - > AddEffect ( std : : make_unique < ExpandingRing > ( m . GetPos ( ) , ConfigFloat ( " Shockwave.Shockwave Ring Lifetime " ) , " finishring.png " , m . OnUpperLevel ( ) , vf2d { ConfigFloat ( " Shockwave.Ring Expand Speed " ) , ConfigFloat ( " Shockwave.Ring Expand Speed " ) } , vf2d { 1.f , 1.f } , ConfigFloat ( " Shockwave.Shockwave Fadeout Time " ) , vf2d { } , ConfigPixel ( " Shockwave.Shockwave Color " ) ) , true ) ;
m . phase = STANDARD ;
game - > SetWorldColor ( WHITE ) ;
}
} break ;
}
}