|
|
|
#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 © 2023 The FreeType
|
|
|
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
|
|
|
All rights reserved.
|
|
|
|
*/
|
|
|
|
#pragma endregion
|
|
|
|
#include "Monster.h"
|
|
|
|
#include "DEFINES.h"
|
|
|
|
#include "AdventuresInLestoria.h"
|
|
|
|
#include "MonsterStrategyHelpers.h"
|
|
|
|
#include "util.h"
|
|
|
|
#include "SoundEffect.h"
|
|
|
|
|
|
|
|
INCLUDE_BULLET_LIST
|
|
|
|
INCLUDE_game
|
|
|
|
|
|
|
|
void Monster::STRATEGY::SHOOT_AFAR(Monster&m,float fElapsedTime,std::string strategy){
|
|
|
|
m.targetAcquireTimer=std::max(0.f,m.targetAcquireTimer-fElapsedTime);
|
|
|
|
m.attackCooldownTimer=std::max(0.f,m.attackCooldownTimer-fElapsedTime);
|
|
|
|
if(m.queueShotTimer>0){
|
|
|
|
m.queueShotTimer-=fElapsedTime;
|
|
|
|
if(m.queueShotTimer<0){
|
|
|
|
m.queueShotTimer=0;
|
|
|
|
{
|
|
|
|
SoundEffect::PlaySFX("Slime Shoot",m.pos + vf2d{ 0,-4 });
|
|
|
|
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})));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geom2d::line line(m.pos,game->GetPlayer()->GetPos());
|
|
|
|
if(m.targetAcquireTimer==0&&m.queueShotTimer==0){
|
|
|
|
m.targetAcquireTimer=1;
|
|
|
|
if(line.length()<24.f*ConfigInt("Range")/100.f){
|
|
|
|
m.target=line.upoint(-1.2f);
|
|
|
|
if(m.canMove){
|
|
|
|
m.SetState(State::MOVE_AWAY);
|
|
|
|
} else {
|
|
|
|
m.SetState(State::NORMAL);
|
|
|
|
}
|
|
|
|
} else
|
|
|
|
if(line.length()>24.f*ConfigInt("CloseInRange")/100.0f){
|
|
|
|
m.target=line.upoint(1.2f);
|
|
|
|
m.SetState(State::MOVE_TOWARDS);
|
|
|
|
} else {
|
|
|
|
m.SetState(State::NORMAL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
m.canMove=true;
|
|
|
|
geom2d::line moveTowardsLine=geom2d::line(m.pos,m.target);
|
|
|
|
bool pathfindingDecision=false;
|
|
|
|
switch(m.state){
|
|
|
|
case State::MOVE_TOWARDS:{
|
|
|
|
if(moveTowardsLine.length()>1){
|
|
|
|
vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
|
|
|
|
bool movedX=m.SetX(newPos.x);
|
|
|
|
bool movedY=m.SetY(newPos.y);
|
|
|
|
pathfindingDecision=movedX||movedY;
|
|
|
|
m.canMove=movedX&&movedY;
|
|
|
|
}
|
|
|
|
if(!pathfindingDecision){
|
|
|
|
bool pathFound=m.StartPathfinding(2.5);
|
|
|
|
if(!pathFound){
|
|
|
|
m.SetState(State::MOVE_TOWARDS);
|
|
|
|
//Choose a random position around us and move towards it.
|
|
|
|
float randomAngle=util::random(2*PI);
|
|
|
|
float randomDist=util::random(24*6);
|
|
|
|
m.target=m.GetPos()+vf2d{sin(randomAngle),cos(randomAngle)}*randomDist;
|
|
|
|
}
|
|
|
|
}else
|
|
|
|
if(line.length()<=24.f*ConfigInt("CloseInRange")/100.0f){
|
|
|
|
m.SetState(State::NORMAL);
|
|
|
|
}
|
|
|
|
if(moveTowardsLine.vector().x>0){
|
|
|
|
m.facingDirection=RIGHT;
|
|
|
|
} else {
|
|
|
|
m.facingDirection=LEFT;
|
|
|
|
}
|
|
|
|
m.PerformJumpAnimation();
|
|
|
|
}break;
|
|
|
|
case State::MOVE_AWAY:{
|
|
|
|
if(moveTowardsLine.length()>1){
|
|
|
|
vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
|
|
|
|
bool movedX=m.SetX(newPos.x);
|
|
|
|
bool movedY=m.SetY(newPos.y);
|
|
|
|
pathfindingDecision=movedX||movedY;
|
|
|
|
m.canMove=movedX&&movedY;
|
|
|
|
}
|
|
|
|
if(!pathfindingDecision&&m.targetAcquireTimer==0){
|
|
|
|
bool pathFound=m.StartPathfinding(2.5);
|
|
|
|
if(!pathFound){
|
|
|
|
m.SetState(State::MOVE_TOWARDS);
|
|
|
|
//Choose a random position around us and move towards it.
|
|
|
|
float randomAngle=util::random(2*PI);
|
|
|
|
float randomDist=util::random(24*6);
|
|
|
|
m.target=m.GetPos()+vf2d{sin(randomAngle),cos(randomAngle)}*randomDist;
|
|
|
|
}
|
|
|
|
}else
|
|
|
|
if((m.path.points.size()==0&&!m.canMove)||line.length()>=24.f*ConfigInt("Range")/100.f){
|
|
|
|
m.SetState(State::NORMAL);
|
|
|
|
}
|
|
|
|
if(moveTowardsLine.vector().x>0){
|
|
|
|
m.facingDirection=RIGHT;
|
|
|
|
} else {
|
|
|
|
m.facingDirection=LEFT;
|
|
|
|
}
|
|
|
|
m.PerformJumpAnimation();
|
|
|
|
}break;
|
|
|
|
case State::PATH_AROUND:{
|
|
|
|
m.PathAroundBehavior(fElapsedTime);
|
|
|
|
}break;
|
|
|
|
default:{
|
|
|
|
if(m.attackCooldownTimer==0){
|
|
|
|
m.attackCooldownTimer=ConfigFloat("ShootingSpeed");
|
|
|
|
m.queueShotTimer=std::min(m.attackCooldownTimer-0.001f,0.7f);
|
|
|
|
m.PerformShootAnimation();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|