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/Adventures in Lestoria/Goblin_Bow.cpp

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#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 "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "BulletTypes.h"
#include "util.h"
/*
Attack Strategie:
if range > 1000 move to a 850 range.
if range 1000-700. Stand still and shoot. (reload twice as fast)
if range between 500 and 700. Shoot and run in random direction while reloading without getting out of the 500 - 700 range
range < 500 while reloading try to get distance. still shoot if reload finishes
After every attack: reload takes 2 seconds.
before shooting takes 1 second.
*/
INCLUDE_game
INCLUDE_ANIMATION_DATA
INCLUDE_BULLET_LIST
using A=Attribute;
void Monster::STRATEGY::GOBLIN_BOW(Monster&m,float fElapsedTime,std::string strategy){
#pragma region Phase, Animation, and Helper function setup
enum PhaseName{
INITIALIZE_PERCEPTION,
MOVE,
WINDUP,
};
#pragma endregion
m.F(A::ATTACK_COOLDOWN)+=fElapsedTime;
switch(m.phase){
case INITIALIZE_PERCEPTION:{
m.F(A::PERCEPTION_LEVEL)=ConfigFloat("Starting Perception Level");
m.phase=MOVE;
}break;
case MOVE:{
float distToPlayer=m.GetDistanceFrom(game->GetPlayer()->GetPos());
const bool outsideMaxShootingRange=distToPlayer>=ConfigPixelsArr("Stand Still and Shoot Range",1);
auto PrepareToShoot=[&](){
m.phase=WINDUP;
m.F(A::SHOOT_TIMER)=ConfigFloat("Attack Windup Time");
m.PerformAnimation("SHOOT",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));
};
if(outsideMaxShootingRange){
m.target=game->GetPlayer()->GetPos();
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
}else
if(m.F(A::ATTACK_COOLDOWN)>=ConfigFloat("Attack Reload Time")){
PrepareToShoot();
}else
if(distToPlayer<ConfigPixels("Run Away Range")){
m.target=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).upoint(-1);
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
}else
if(distToPlayer>=ConfigPixelsArr("Random Direction Range",0)&&distToPlayer<ConfigPixelsArr("Random Direction Range",1)){
#define CW true
#define CCW false
//We are going to walk in a circular direction either CW or CCW (determined in windup phase)
float dirFromPlayer=util::angleTo(game->GetPlayer()->GetPos(),m.GetPos());
float targetDir=m.B(A::RANDOM_DIRECTION)==CW?dirFromPlayer+PI/4:dirFromPlayer-PI/4;
m.target=game->GetPlayer()->GetPos()+vf2d{m.F(A::RANDOM_RANGE),targetDir}.cart();
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
}else{ //Only the stand still and shoot range remains...
PrepareToShoot();
}
}break;
case WINDUP:{
m.F(A::SHOOT_TIMER)-=fElapsedTime;
if(m.F(A::SHOOT_TIMER)<=0){
geom2d::line pointTowardsPlayer(m.GetPos(),game->GetPlayer()->GetPos());
vf2d extendedLine=pointTowardsPlayer.upoint(1.1f);
CreateBullet(Arrow)(m.GetPos(),extendedLine,pointTowardsPlayer.vector().norm()*ConfigFloat("Arrow Spd"),"goblin_arrow.png",ConfigFloat("Arrow Hitbox Radius"),m.GetAttack(),m.OnUpperLevel())EndBullet;
Arrow&arrow=static_cast<Arrow&>(*BULLET_LIST.back());
arrow.PointToBestTargetPath(m.F(A::PERCEPTION_LEVEL));
m.F(A::PERCEPTION_LEVEL)=std::min(ConfigFloat("Maximum Perception Level"),m.F(A::PERCEPTION_LEVEL)+ConfigFloat("Perception Level Increase"));
m.phase=MOVE;
}
m.B(A::RANDOM_DIRECTION)=util::random()%2;
m.F(A::RANDOM_RANGE)=util::random_range(ConfigPixelsArr("Random Direction Range",0),ConfigPixelsArr("Random Direction Range",1));
}break;
}
}