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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 "util.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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/*
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* Attack Strategie:
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Throws every 4 seconds a bomb on top of the player that detonates after 3.5 seconds in a 300 radius.
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Tries to keeps his distance on a 600 radius. Throws bombs even while moving.
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*/
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void Monster::STRATEGY::GOBLIN_BOMB(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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INITIALIZE,
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RUN,
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};
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switch(PHASE()){
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case INITIALIZE:{
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m.F(A::SHOOT_TIMER)=m.randomFrameOffset;
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SETPHASE(RUN);
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}break;
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case RUN:{
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m.F(A::SHOOT_TIMER)+=fElapsedTime;
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m.F(A::SHOOT_ANIMATION_TIME)-=fElapsedTime;
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float distToPlayer=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).length();
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if(m.F(A::SHOOT_TIMER)>=ConfigFloat("Bomb Reload Time")&&distToPlayer<=ConfigFloat("Bomb Max Range")){
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vf2d targetThrowPos=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).rpoint(distToPlayer-ConfigFloat("Bomb Distance Variation")+util::random(ConfigFloat("Bomb Distance Variation")*2.f));
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CreateBullet(Bomb)(m.GetPos(),ConfigFloat("Bomb Starting Z"),ConfigFloat("Bomb Gravity"),ConfigFloat("Bomb Detonation Time"),ConfigFloat("Bomb Fadeout Time"),ConfigFloat("Bomb Knockback Factor"),targetThrowPos,ConfigFloat("Bomb Radius")/100.f*12,m.GetAttack(),m.OnUpperLevel())EndBullet;
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m.UpdateFacingDirection(game->GetPlayer()->GetPos());
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m.PerformShootAnimation();
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m.B(A::IGNORE_DEFAULT_ANIMATIONS)=true;
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m.F(A::SHOOT_ANIMATION_TIME)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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m.F(A::SHOOT_TIMER)=0.f;
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}
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if(m.F(A::SHOOT_ANIMATION_TIME)<0.f)m.B(A::IGNORE_DEFAULT_ANIMATIONS)=false;
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RUN_AWAY(m,fElapsedTime,"Run Away");
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}break;
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}
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}
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