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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 "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "AdventuresInLestoria.h"
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#include "SoundEffect.h"
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#include "BulletTypes.h"
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using A=Attribute;
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INCLUDE_game
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void Monster::STRATEGY::SANDWORM(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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INITIALIZE,
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UNDERGROUND,
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SURFACING,
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ATTACK,
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SHOOTING,
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BURROWING,
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};
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m.F(A::ATTACK_COOLDOWN)-=fElapsedTime;
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m.F(A::SUCTION_TIMER)-=fElapsedTime;
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const float distToPlayer{util::distance(game->GetPlayer()->GetPos(),m.GetPos())};
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if(m.F(A::SUCTION_TIMER)>0.f&&distToPlayer<=ConfigPixels("Suction Radius")){
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game->GetPlayer()->AddVelocity(util::pointTo(game->GetPlayer()->GetPos(),m.GetPos())*100.f*ConfigFloat("Suction Pull Amount")/100.f);
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}
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const auto AcquireNewUndergroundTarget=[&](){
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const float randomRange=util::random_range(0,ConfigPixels("Burrow Target Range"));
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m.target=game->GetPlayer()->GetPos()+vf2d{randomRange,util::random(2*PI)}.cart();
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};
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switch(PHASE()){
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case INITIALIZE:{
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SETPHASE(UNDERGROUND);
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AcquireNewUndergroundTarget();
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}break;
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case UNDERGROUND:{
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m.SetCollisionRadius(0.f);
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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m.PerformAnimation("SWIM",m.GetFacingDirection());
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if(m.ReachedTargetPos()){
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m.PerformAnimation("EMERGE",game->GetPlayer()->GetPos());
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m.F(A::RECOVERY_TIME)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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game->AddEffect(std::make_unique<Effect>(m.GetPos(),ConfigInt("Suction Duration"),"sand_suction.png",m.OnUpperLevel(),0.25f,0.25f,ConfigFloat("Suction Animation Size")/300.f*vf2d{1.f,1.f},vf2d{},WHITE,util::random(),-PI/8),true);
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SETPHASE(SURFACING);
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m.F(A::SUCTION_TIMER)=ConfigFloat("Suction Duration")+0.25f;
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}
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}break;
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case SURFACING:{
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m.F(A::RECOVERY_TIME)-=fElapsedTime;
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if(m.F(A::RECOVERY_TIME)<=0.f){
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SETPHASE(ATTACK);
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m.PerformAnimation("IDLE",game->GetPlayer()->GetPos());
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m.SetCollisionRadius(m.GetOriginalCollisionRadius());
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m.I(A::ATTACK_COUNT)=ConfigInt("Max Attack Count");
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}
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}break;
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case ATTACK:{
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if(m.I(A::ATTACK_COUNT)<=0||distToPlayer>=ConfigPixels("Max Attack Range")){
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m.SetCollisionRadius(0.f);
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m.PerformAnimation("BURROW");
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m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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SETPHASE(BURROWING);
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break;
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}
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if(m.F(A::ATTACK_COOLDOWN)<=0.f){
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m.PerformAnimation("SAND ATTACK",game->GetPlayer()->GetPos());
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m.F(A::CASTING_TIMER)=ConfigFloat("Shoot Delay");
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m.F(A::SHOOT_ANIMATION_TIME)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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m.B(A::BULLET_HAS_BEEN_SHOT)=false;
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SETPHASE(SHOOTING);
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}
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}break;
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case SHOOTING:{
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const auto ShootBullet=[&](){
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m.B(A::BULLET_HAS_BEEN_SHOT)=true;
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m.I(A::ATTACK_COUNT)--;
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CreateBullet(Bullet)(m.GetPos(),vf2d{ConfigPixels("Bullet Speed"),util::angleTo(m.GetPos(),game->GetPlayer()->GetPos())}.cart(),ConfigFloat("Bullet Radius"),m.GetAttack(),m.OnUpperLevel(),false,ConfigPixel("Bullet Color"),ConfigFloat("Bullet Radius")*vf2d{1.f,1.f}/2.f)EndBullet;
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};
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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m.F(A::SHOOT_ANIMATION_TIME)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0.f&&!m.B(A::BULLET_HAS_BEEN_SHOT)){
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ShootBullet();
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}
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if(m.F(A::SHOOT_ANIMATION_TIME)<=0.f){
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if(!m.B(A::BULLET_HAS_BEEN_SHOT))ShootBullet();
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m.PerformAnimation("IDLE",game->GetPlayer()->GetPos());
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SETPHASE(ATTACK);
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}
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}break;
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case BURROWING:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0.f){
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AcquireNewUndergroundTarget();
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SETPHASE(UNDERGROUND);
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}
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}break;
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}
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}
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