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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 © 2024 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 "DEFINES.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_BULLET_LIST
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INCLUDE_game
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using A=Attribute;
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void Monster::STRATEGY::RUN_AWAY(Monster&m,float fElapsedTime,std::string strategy){
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m.targetAcquireTimer=std::max(0.f,m.targetAcquireTimer-fElapsedTime);
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m.attackCooldownTimer=std::max(0.f,m.attackCooldownTimer-fElapsedTime);
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geom2d::line line(m.pos,game->GetPlayer()->GetPos());
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if(m.targetAcquireTimer==0&&m.queueShotTimer==0){
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m.targetAcquireTimer=1;
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if(line.length()<24.f*ConfigInt("Range")/100.f){
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m.target=line.upoint(-1.2f);
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if(m.canMove){
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m.SetState(State::MOVE_AWAY);
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} else {
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m.SetState(State::NORMAL);
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}
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}else
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if(line.length()>24.f*ConfigInt("CloseInRange")/100.0f){
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m.target=line.upoint(1.2f);
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m.SetState(State::MOVE_TOWARDS);
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} else {
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m.SetState(State::NORMAL);
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}
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}
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m.canMove=true;
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geom2d::line moveTowardsLine=geom2d::line(m.pos,m.target);
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bool pathfindingDecision=false;
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switch(m.state){
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case State::MOVE_TOWARDS:{
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if(moveTowardsLine.length()>1){
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vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
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bool movedX=m.SetX(newPos.x);
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bool movedY=m.SetY(newPos.y);
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pathfindingDecision=movedX||movedY;
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m.canMove=movedX&&movedY;
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}
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if(!pathfindingDecision){
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bool pathFound=m.StartPathfinding(2.5);
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if(!pathFound){
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m.SetState(State::MOVE_TOWARDS);
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//Choose a random position around us and move towards it.
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float randomAngle=util::random(2*PI);
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float randomDist=util::random(24*6);
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m.target=m.GetPos()+vf2d{sin(randomAngle),cos(randomAngle)}*randomDist;
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}
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}else if(line.length()<=24.f*ConfigInt("CloseInRange")/100.0f)m.SetState(State::NORMAL);
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if(!m.B(A::IGNORE_DEFAULT_ANIMATIONS)){
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m.UpdateFacingDirection(m.target);
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m.PerformJumpAnimation();
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}
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}break;
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case State::MOVE_AWAY:{
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if(moveTowardsLine.length()>1){
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vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
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bool movedX=m.SetX(newPos.x);
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bool movedY=m.SetY(newPos.y);
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pathfindingDecision=movedX||movedY;
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m.canMove=movedX&&movedY;
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}
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if(!pathfindingDecision){
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bool pathFound=m.StartPathfinding(2.5);
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if(!pathFound){
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m.SetState(State::MOVE_TOWARDS);
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//Choose a random position around us and move towards it.
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float randomAngle=util::random(2*PI);
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float randomDist=util::random(24*6);
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m.target=m.GetPos()+vf2d{sin(randomAngle),cos(randomAngle)}*randomDist;
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}
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}else if(line.length()>=24.f*ConfigInt("Range")/100.f)m.SetState(State::NORMAL);
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if(!m.B(A::IGNORE_DEFAULT_ANIMATIONS)){
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m.UpdateFacingDirection(m.target);
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m.PerformJumpAnimation();
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}
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}break;
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case State::PATH_AROUND:{
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m.PathAroundBehavior(fElapsedTime);
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}break;
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}
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}
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