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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 <EFBFBD> 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 "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Monster.h"
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#include "MonsterStrategyHelpers.h"
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#include "BulletTypes.h"
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INCLUDE_ANIMATION_DATA
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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::GOBLIN_BOAR_RIDER(Monster&m,float fElapsedTime,std::string strategy){
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//We have access to GOBLIN_BOW_MOUNTED_X and GOBLIN_BOW_ATTACK_X
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if(!m.B(A::INITIALIZED_MOUNTED_MONSTER)){
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m.B(A::INITIALIZED_MOUNTED_MONSTER)=true;
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m.F(A::PERCEPTION_LEVEL)=ConfigFloat("Starting Perception Level");
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m.mounted_animation=Animate2D::Animation<std::string>{};
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for(bool firstAnimation=true;const std::string&animation:Config("Imposed Monster Animations").GetValues()){
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m.mounted_animation.value().AddState(animation,ANIMATION_DATA.at(animation));
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if(firstAnimation)m.mounted_animation.value().ChangeState(m.internal_mounted_animState,animation);
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firstAnimation=false;
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}
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m.mountedSprOffset=ConfigVec("Imposed Monster Offset");
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m.deathData.emplace_back(ConfigString("Spawned Monster"),1U);
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}
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BOAR(m,fElapsedTime,"Boar");
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m.F(A::ATTACK_COOLDOWN)+=fElapsedTime;
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if(m.F(A::SHOOT_TIMER)>0.f){
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m.F(A::SHOOT_TIMER)-=fElapsedTime;
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if(m.F(A::SHOOT_TIMER)<=0.f){
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geom2d::line pointTowardsPlayer(m.GetPos(),game->GetPlayer()->GetPos());
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vf2d extendedLine=pointTowardsPlayer.upoint(1.1f);
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CreateBullet(Arrow)(m.GetPos(),extendedLine,pointTowardsPlayer.vector().norm()*ConfigFloat("Arrow Spd"),"goblin_arrow.png",ConfigFloat("Arrow Hitbox Radius"),m.GetAttack(),m.OnUpperLevel())EndBullet;
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Arrow&arrow=static_cast<Arrow&>(*BULLET_LIST.back());
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arrow.PointToBestTargetPath(m.F(A::PERCEPTION_LEVEL));
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m.F(A::ATTACK_COOLDOWN)=0.f;
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m.F(A::PERCEPTION_LEVEL)=std::min(ConfigFloat("Maximum Perception Level"),m.F(A::PERCEPTION_LEVEL)+ConfigFloat("Perception Level Increase"));
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m.mounted_animation.value().ChangeState(m.internal_mounted_animState,std::format("GOBLIN_BOW_MOUNTED_{}",int(m.GetFacingDirection())));
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}
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}else
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if(m.F(A::ATTACK_COOLDOWN)>=ConfigFloat("Attack Reload Time")){
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m.F(A::SHOOT_TIMER)=ConfigFloat("Attack Windup Time");
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m.mounted_animation.value().ChangeState(m.internal_mounted_animState,std::format("GOBLIN_BOW_ATTACK_{}",int(m.GetFacingDirection())));
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}
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}
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