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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright <EFBFBD> 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Monster.h"
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#include "AdventuresInLestoria.h"
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#include "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "BulletTypes.h"
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#include "SoundEffect.h"
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INCLUDE_game
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INCLUDE_BULLET_LIST
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using A=Attribute;
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void Monster::STRATEGY::FROG(Monster&m,float fElapsedTime,std::string strategy){
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m.F(A::LOCKON_WAITTIME)=std::max(0.0f,m.F(A::LOCKON_WAITTIME)-fElapsedTime);
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phase:
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switch(m.I(A::PHASE)){
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case 0:{ //Move towards phase.
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float distToPlayer=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).length();
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if(distToPlayer<24*ConfigInt("Range")/100.f){
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m.I(A::PHASE)++;
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m.F(A::LOCKON_WAITTIME)=ConfigFloat("Lockon Wait Time");
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m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos();
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m.RotateTowardsPos(m.V(A::LOCKON_POS));
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goto phase;
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}
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m.RotateTowardsPos(m.target);
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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m.PerformJumpAnimation();
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}break;
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case 1:{
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if(m.F(A::LOCKON_WAITTIME)==0.0f){
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m.F(A::LOCKON_WAITTIME)=ConfigFloat("Attack Duration");
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vf2d tongueMaxRangePos=geom2d::line<float>(m.GetPos(),m.V(A::LOCKON_POS)).upoint(ConfigFloat("Tongue Max Range")/ConfigFloat("Range"));
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SoundEffect::PlaySFX("Slime Shoot",m.pos);
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CreateBullet(FrogTongue)(m.pos,tongueMaxRangePos,ConfigFloat("Attack Duration"),m.GetAttack(),m.OnUpperLevel(),ConfigFloat("Tongue Knockback Strength"),false,ConfigPixel("Tongue Color"))EndBullet;
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m.PerformShootAnimation();
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m.I(A::PHASE)=2;
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}
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m.PerformIdleAnimation();
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}break;
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case 2:{
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if(m.F(A::LOCKON_WAITTIME)==0.0f){
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m.F(A::LOCKON_WAITTIME)=ConfigFloat("Attack Recovery Time");
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m.I(A::PHASE)=3;
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}
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}break;
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case 3:{
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if(m.F(A::LOCKON_WAITTIME)==0.0f){
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m.I(A::PHASE)=0;
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}
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}break;
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default:{
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ERR(std::format("Unhandled phase {} for {} strategy!",m.I(A::PHASE),strategy));
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}
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}
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}
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