# 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 "MonsterStrategyHelpers.h"
# include "util.h"
# include "AdventuresInLestoria.h"
# include "SoundEffect.h"
# include "BulletTypes.h"
using A = Attribute ;
INCLUDE_game
INCLUDE_ANIMATION_DATA
void Monster : : STRATEGY : : PIRATE_CAPTAIN ( Monster & m , float fElapsedTime , std : : string strategy ) {
enum PhaseName {
INIT ,
MOVE ,
PREPARE_SHOOT ,
SHOOT_RELOAD ,
DRINK_RUM ,
WINDUP ,
RECOVERY ,
} ;
enum AttackType {
STAB ,
SLASH
} ;
if ( ! m . B ( A : : INITIALIZED ) ) {
m . B ( A : : INITIALIZED ) = true ;
m . phase = INIT ;
}
switch ( m . phase ) {
case INIT : {
m . F ( A : : TARGET_TIMER ) = ConfigFloat ( " Shooting Frequency " ) ;
m . F ( A : : PARROT_FLY_TIMER ) = ConfigFloat ( " Parrot Fly Wait Time " ) ;
m . mounted_animation = Animate2D : : Animation < std : : string > { } ;
for ( bool firstAnimation = true ; const std : : string & animation : Config ( " Imposed Monster Animations " ) . GetValues ( ) ) {
m . mounted_animation . value ( ) . AddState ( animation , ANIMATION_DATA . at ( animation ) ) ;
if ( firstAnimation ) m . mounted_animation . value ( ) . ChangeState ( m . internal_mounted_animState , animation ) ;
firstAnimation = false ;
}
m . mountedSprOffset = ConfigVec ( " Imposed Monster Offset " ) ;
m . deathData . emplace_back ( ConfigString ( " Spawned Monster " ) , 1U ) ;
m . phase = MOVE ;
} break ;
case MOVE : {
if ( m . F ( A : : PARROT_FLY_TIMER ) > 0.f ) {
m . F ( A : : PARROT_FLY_TIMER ) - = fElapsedTime ;
if ( m . F ( A : : PARROT_FLY_TIMER ) < = 0.f ) {
m . mounted_animation . reset ( ) ;
Monster & parrot { game - > SpawnMonster ( m . GetPos ( ) , MONSTER_DATA . at ( " Parrot " ) , m . OnUpperLevel ( ) ) } ;
parrot . attachedTarget = m . GetWeakPointer ( ) ;
}
}
m . F ( A : : TARGET_TIMER ) - = fElapsedTime ;
if ( m . F ( A : : TARGET_TIMER ) < = 0.f ) {
const float diceRoll { util : : random ( 100 ) } ;
if ( diceRoll < = ConfigFloat ( " Shooting Chance " ) ) {
const float distToPlayer { util : : distance ( game - > GetPlayer ( ) - > GetPos ( ) , m . GetPos ( ) ) } ;
if ( distToPlayer < = ConfigFloat ( " Shoot Max Range " ) / 100.f * 24 ) {
m . F ( A : : SHOOT_TIMER ) = ConfigFloat ( " Shooting Delay " ) ;
m . phase = PREPARE_SHOOT ;
m . PerformAnimation ( " SHOOT " , game - > GetPlayer ( ) - > GetPos ( ) ) ;
m . V ( A : : LOCKON_POS ) = game - > GetPlayer ( ) - > GetPos ( ) ;
}
}
m . F ( A : : TARGET_TIMER ) = ConfigFloat ( " Shooting Frequency " ) ;
} else
if ( m . GetHealth ( ) < ConfigInt ( " Rum Drink Threshold " ) ) {
m . PerformAnimation ( " DRINK " ) ;
m . F ( A : : BREAK_TIME ) = m . GetCurrentAnimation ( ) . GetTotalAnimationDuration ( ) ;
m . phase = DRINK_RUM ;
}
else {
float distToPlayer = m . GetDistanceFrom ( game - > GetPlayer ( ) - > GetPos ( ) ) ;
if ( distToPlayer > ConfigFloat ( " Attack Spacing " ) / 100.f * 24 ) {
RUN_TOWARDS ( m , fElapsedTime , " Run Towards " ) ;
} else {
m . phase = WINDUP ;
m . I ( A : : ATTACK_TYPE ) = util : : random ( ) % 2 ; //Choose randomly between stab or slash.
switch ( m . I ( A : : ATTACK_TYPE ) ) {
case STAB : {
m . F ( A : : CASTING_TIMER ) = ConfigFloat ( " Stab Windup Time " ) ;
m . PerformAnimation ( " STAB " , m . GetFacingDirectionToTarget ( game - > GetPlayer ( ) - > GetPos ( ) ) ) ;
} break ;
case SLASH : {
m . F ( A : : CASTING_TIMER ) = ConfigFloat ( " Slash Windup Time " ) ;
m . PerformAnimation ( " SLASH " , m . GetFacingDirectionToTarget ( game - > GetPlayer ( ) - > GetPos ( ) ) ) ;
} break ;
default : ERR ( std : : format ( " WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING! " , m . I ( A : : ATTACK_TYPE ) ) ) ;
}
}
}
} break ;
case PREPARE_SHOOT : {
m . F ( A : : SHOOT_TIMER ) - = fElapsedTime ;
if ( m . F ( A : : SHOOT_TIMER ) < = 0.f ) {
CreateBullet ( Bullet ) ( m . GetPos ( ) , util : : pointTo ( m . GetPos ( ) , m . V ( A : : LOCKON_POS ) ) * ConfigFloat ( " Bullet Speed " ) , ConfigFloat ( " Bullet Radius " ) , m . GetAttack ( ) , m . OnUpperLevel ( ) , false , ConfigPixel ( " Bullet Color " ) , vf2d { 1.f , 1.f } * ConfigFloat ( " Bullet Radius " ) / 3.f ) EndBullet ;
m . PerformAnimation ( " SHOOTING " ) ;
m . F ( A : : SHOOT_ANIMATION_TIME ) = m . GetCurrentAnimation ( ) . GetTotalAnimationDuration ( ) ;
m . phase = SHOOT_RELOAD ;
}
} break ;
case SHOOT_RELOAD : {
m . F ( A : : SHOOT_ANIMATION_TIME ) - = fElapsedTime ;
if ( m . F ( A : : SHOOT_ANIMATION_TIME ) < = 0.f ) {
m . PerformAnimation ( " IDLE " ) ;
m . phase = MOVE ;
}
} break ;
case DRINK_RUM : {
m . F ( A : : BREAK_TIME ) - = fElapsedTime ;
if ( m . F ( A : : BREAK_TIME ) < = 0.f ) {
m . Heal ( ConfigInt ( " Rum Health Recovery " ) , true ) ;
m . phase = MOVE ;
}
} break ;
case WINDUP : {
m . F ( A : : CASTING_TIMER ) - = fElapsedTime ;
if ( m . F ( A : : CASTING_TIMER ) < = 0 ) {
m . phase = RECOVERY ;
switch ( m . I ( A : : ATTACK_TYPE ) ) {
case STAB : {
vf2d stabTarget = game - > GetPlayer ( ) - > GetPos ( ) ;
m . PerformAnimation ( " STABBING " , m . GetFacingDirectionToTarget ( game - > GetPlayer ( ) - > GetPos ( ) ) ) ;
CreateBullet ( DaggerStab ) ( m , ConfigString ( " Dagger Stab Image " ) , ConfigFloat ( " Dagger Hit Radius " ) , m . GetAttack ( ) , ConfigFloat ( " Dagger Stab Knockback " ) , m . OnUpperLevel ( ) , m . GetFacingDirectionToTarget ( stabTarget ) , ConfigFloat ( " Dagger Frame Duration " ) , ConfigFloat ( " Dagger Stab Distance " ) ,
DaggerStab : : DirectionOffsets { ConfigVec ( " Dagger Up Offset " ) , ConfigVec ( " Dagger Down Offset " ) , ConfigVec ( " Dagger Right Offset " ) , ConfigVec ( " Dagger Left Offset " ) } ) EndBullet ;
} break ;
case SLASH : {
vf2d slashTarget = game - > GetPlayer ( ) - > GetPos ( ) ;
m . PerformAnimation ( " SLASHING " , m . GetFacingDirectionToTarget ( game - > GetPlayer ( ) - > GetPos ( ) ) ) ;
CreateBullet ( DaggerSlash ) ( m , ConfigString ( " Dagger Slash Image " ) , ConfigFloat ( " Dagger Hit Radius " ) , m . GetAttack ( ) , ConfigFloat ( " Dagger Slash Knockback " ) , m . OnUpperLevel ( ) , m . GetFacingDirectionToTarget ( slashTarget ) , ConfigFloat ( " Dagger Frame Duration " ) , ConfigFloat ( " Dagger Slash Distance " ) ) EndBullet ;
} break ;
default : ERR ( std : : format ( " WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING! " , m . I ( A : : ATTACK_TYPE ) ) ) ;
}
m . F ( A : : CASTING_TIMER ) = m . GetCurrentAnimation ( ) . GetTotalAnimationDuration ( ) ;
m . F ( A : : RECOVERY_TIME ) = ConfigFloat ( " Attack Recovery Time " ) ;
}
} break ;
case RECOVERY : {
m . F ( A : : CASTING_TIMER ) - = fElapsedTime ;
m . F ( A : : RECOVERY_TIME ) - = fElapsedTime ;
if ( m . F ( A : : CASTING_TIMER ) < = 0 ) { m . PerformIdleAnimation ( m . GetFacingDirectionToTarget ( game - > GetPlayer ( ) - > GetPos ( ) ) ) ; }
if ( m . F ( A : : RECOVERY_TIME ) < = 0 ) m . phase = MOVE ;
} break ;
}
}