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#include "Monster.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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#include "MonsterStrategyHelpers.h"
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INCLUDE_game
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INCLUDE_MONSTER_DATA
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void Monster::STRATEGY::RUN_TOWARDS(Monster&m,float fElapsedTime,int strategyNumber){
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m.targetAcquireTimer=std::max(0.f,m.targetAcquireTimer-fElapsedTime);
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if(m.targetAcquireTimer==0){
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m.targetAcquireTimer=ConfigFloat("WaitTime");
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auto desiredTargetLine = geom2d::line(m.pos,game->GetPlayer()->GetPos());
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if(desiredTargetLine.length()>=ConfigInt("MaxDistance")/100.f*24){
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//Trim to max distance desired.
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m.target=desiredTargetLine.rpoint(ConfigInt("MaxDistance")/100.f*24);
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} else {
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m.target=desiredTargetLine.upoint(1.2);
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}
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m.SetState(State::MOVE_TOWARDS);
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m.hasHitPlayer=false;
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}
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switch(m.state){
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case State::MOVE_TOWARDS:{
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if(geom2d::line(m.pos,m.target).length()>100*fElapsedTime*m.GetMoveSpdMult()){
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vf2d newPos=m.pos+geom2d::line(m.pos,m.target).vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
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if(!m.SetX(newPos.x)||!m.SetY(newPos.y)){
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m.StartPathfinding(4);
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}
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m.PerformJumpAnimation();
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} else {
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m.SetState(State::NORMAL);//Revert state once we've finished moving towards target.
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m.UpdateAnimation(MONSTER_DATA[m.id].GetIdleAnimation());
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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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default:{
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}
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}
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}
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