# 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 © 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "Monster.h"
# include "AdventuresInLestoria.h"
# include "MonsterStrategyHelpers.h"
# include "util.h"
# include "BulletTypes.h"
# include "SoundEffect.h"
INCLUDE_game
INCLUDE_BULLET_LIST
INCLUDE_GFX
INCLUDE_MONSTER_LIST
INCLUDE_MONSTER_DATA
using A = Attribute ;
void Monster : : STRATEGY : : BEAR ( Monster & m , float fElapsedTime , std : : string strategy ) {
switch ( m . I ( A : : PHASE ) ) {
case 0 : {
float distToPlayer = geom2d : : line < float > ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) . length ( ) ;
if ( distToPlayer < operator " " _Pixels ( ConfigFloat ( " Attack Range " ) ) ) {
m . I ( A : : PHASE ) = 1 ;
m . PerformShootAnimation ( ) ;
m . F ( A : : CASTING_TIMER ) = ConfigFloat ( " Chargeup Time " ) ;
//The bear slam attack indicator will move with the bear, and the LOCKON_POS variable will hold a polar coordinate indicating distance and angle for where it should be attacking relative to its position.
m . V ( A : : LOCKON_POS ) = vf2d { distToPlayer , util : : angleTo ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) } ;
m . SetStrategyDrawFunction ( [ ] ( AiL * game , Monster & m , const std : : string & strategy ) {
if ( m . IsAlive ( ) ) {
game - > view . DrawRotatedDecal ( m . GetPos ( ) + m . V ( A : : LOCKON_POS ) . cart ( ) , GFX [ " range_indicator.png " ] . Decal ( ) , 0.f , { 12.f , 12.f } , vf2d { ConfigFloat ( " Smash Attack Diameter " ) , ConfigFloat ( " Smash Attack Diameter " ) } / 100.f , { 255 , 255 , 0 , 160 } ) ;
}
} ) ;
m . RotateTowardsPos ( m . GetPos ( ) + m . V ( A : : LOCKON_POS ) . cart ( ) ) ;
} else {
m . target = game - > GetPlayer ( ) - > GetPos ( ) ;
RUN_TOWARDS ( m , fElapsedTime , " Run Towards " ) ;
}
} break ;
case 1 : {
m . F ( A : : CASTING_TIMER ) = std : : max ( 0.f , m . F ( A : : CASTING_TIMER ) - fElapsedTime ) ;
if ( m . F ( A : : CASTING_TIMER ) = = 0.f ) {
m . I ( A : : PHASE ) = 2 ;
m . F ( A : : CASTING_TIMER ) = ConfigFloat ( " Attack Animation Wait Time " ) ;
m . PerformAnimation ( " SLAM " ) ;
}
} break ;
case 2 : {
m . F ( A : : CASTING_TIMER ) = std : : max ( 0.f , m . F ( A : : CASTING_TIMER ) - fElapsedTime ) ;
if ( m . F ( A : : CASTING_TIMER ) = = 0.f ) {
float distToPlayer = geom2d : : line < float > ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) . length ( ) ;
SoundEffect : : PlaySFX ( " Bear Slam Attack " , m . GetPos ( ) + m . V ( A : : LOCKON_POS ) . cart ( ) ) ;
m . I ( A : : PHASE ) = 0 ;
m . I ( A : : BEAR_STOMP_COUNT ) + + ;
geom2d : : circle < float > attackCircle = { m . GetPos ( ) + m . V ( A : : LOCKON_POS ) . cart ( ) , float ( operator " " _Pixels ( ConfigFloat ( " Smash Attack Diameter " ) ) / 2.f ) } ;
if ( geom2d : : overlaps ( attackCircle , game - > GetPlayer ( ) - > Hitbox ( ) ) ) {
if ( game - > GetPlayer ( ) - > Hurt ( m . GetAttack ( ) , m . OnUpperLevel ( ) , 0.f ) ) {
game - > GetPlayer ( ) - > Knockup ( ConfigFloat ( " Attack Knockup Duration " ) ) ;
vf2d playerDirVecNorm = geom2d : : line < float > ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) . vector ( ) . norm ( ) ;
game - > GetPlayer ( ) - > Knockback ( playerDirVecNorm * ConfigFloat ( " Attack Knockback Amount " ) ) ;
}
}
for ( std : : unique_ptr < Monster > & otherM : MONSTER_LIST ) {
if ( ! otherM - > AttackAvoided ( m . GetZ ( ) ) & & & m ! = otherM . get ( ) & & geom2d : : overlaps ( attackCircle , otherM - > BulletCollisionHitbox ( ) ) ) {
otherM - > Knockup ( ConfigFloat ( " Attack Knockup Duration " ) ) ;
vf2d monsterDirVecNorm = geom2d : : line < float > ( m . GetPos ( ) , otherM - > GetPos ( ) ) . vector ( ) . norm ( ) ;
game - > GetPlayer ( ) - > Knockback ( monsterDirVecNorm * ConfigFloat ( " Attack Knockback Amount " ) ) ;
}
}
m . spriteRot = 0.f ;
game - > SetupWorldShake ( 0.2f ) ;
m . SetStrategyDrawFunction ( [ & ] ( AiL * game , Monster & m , const std : : string & strategy ) { } ) ;
}
} break ;
}
}