The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
76 lines
3.3 KiB
76 lines
3.3 KiB
1 year ago
|
#pragma region License
|
||
1 year ago
|
/*
|
||
|
License (OLC-3)
|
||
|
~~~~~~~~~~~~~~~
|
||
|
|
||
11 months ago
|
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
|
||
1 year ago
|
|
||
|
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.
|
||
1 year ago
|
|
||
|
Portions of this software are copyright © 2023 The FreeType
|
||
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
||
|
All rights reserved.
|
||
1 year ago
|
*/
|
||
1 year ago
|
#pragma endregion
|
||
1 year ago
|
#include "Monster.h"
|
||
1 year ago
|
#include "MonsterStrategyHelpers.h"
|
||
1 year ago
|
#include "DEFINES.h"
|
||
11 months ago
|
#include "AdventuresInLestoria.h"
|
||
1 year ago
|
#include "util.h"
|
||
1 year ago
|
#include "MonsterAttribute.h"
|
||
1 year ago
|
|
||
12 months ago
|
using A=Attribute;
|
||
1 year ago
|
|
||
1 year ago
|
INCLUDE_game
|
||
|
INCLUDE_BULLET_LIST
|
||
1 year ago
|
|
||
11 months ago
|
void Monster::STRATEGY::TURRET(Monster&m,float fElapsedTime,std::string strategy){
|
||
1 year ago
|
m.attackCooldownTimer=std::max(0.f,m.attackCooldownTimer-fElapsedTime);
|
||
1 year ago
|
if(m.F(A::SHOOT_ANIMATION_TIME)>0){
|
||
|
m.F(A::SHOOT_ANIMATION_TIME)=std::max(0.f,m.F(A::SHOOT_ANIMATION_TIME)-fElapsedTime);
|
||
|
if(m.F(A::SHOOT_ANIMATION_TIME)==0){
|
||
|
m.PerformIdleAnimation();
|
||
|
}
|
||
|
}
|
||
1 year ago
|
|
||
|
if(m.queueShotTimer>0){
|
||
|
m.queueShotTimer-=fElapsedTime;
|
||
|
if(m.queueShotTimer<0){
|
||
|
m.queueShotTimer=0;
|
||
1 year ago
|
BULLET_LIST.push_back(std::make_unique<Bullet>(Bullet(m.pos + vf2d{ 0,-4 }, geom2d::line(m.pos + vf2d{ 0,-4 }, game->GetPlayer()->GetPos()).vector().norm() * 24.f * float(ConfigInt("BulletSpeed"))/100.f, 12.f*ConfigInt("BulletSize")/100.f, m.GetAttack(),m.upperLevel,false, { uint8_t(ConfigIntArr("BulletColor",0)),uint8_t(ConfigIntArr("BulletColor",1)),uint8_t(ConfigIntArr("BulletColor",2)),uint8_t(ConfigIntArr("BulletColor",3) )},{ConfigInt("BulletSize")/100.f*8,ConfigInt("BulletSize")/100.f*8})));
|
||
1 year ago
|
}
|
||
|
}
|
||
|
|
||
|
auto dist=geom2d::line(m.GetPos(),game->GetPlayer()->GetPos()).length();
|
||
12 months ago
|
if(dist<ConfigInt("Range")/100.f*24&&game->GetPlayer()->OnUpperLevel()==m.OnUpperLevel()){
|
||
1 year ago
|
if(m.attackCooldownTimer==0){
|
||
|
m.attackCooldownTimer=ConfigFloat("ShootingSpeed");
|
||
1 year ago
|
m.queueShotTimer=std::min(m.attackCooldownTimer-0.001f,0.3f);
|
||
1 year ago
|
m.F(A::SHOOT_ANIMATION_TIME)=ConfigIntArr("ShootAnimation",0)*ConfigFloatArr("ShootAnimation",1);
|
||
1 year ago
|
m.PerformShootAnimation();
|
||
|
}
|
||
|
}
|
||
1 year ago
|
}
|