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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> 2023 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 "Monster.h"
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#include "AdventuresInLestoria.h"
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#include "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "BulletTypes.h"
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#include "SoundEffect.h"
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INCLUDE_game
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INCLUDE_BULLET_LIST
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INCLUDE_GFX
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INCLUDE_MONSTER_LIST
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INCLUDE_MONSTER_DATA
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INCLUDE_DATA
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using A=Attribute;
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void Monster::STRATEGY::URSULE(Monster&m,float fElapsedTime,std::string strategy){
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switch(m.phase){
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case 0:{
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m.phase=ConfigInt("StartPhase");
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m.overlaySprite=ConfigString("Overlay Sprite");
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m.overlaySpriteTransparency=0U;
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#pragma region Setup On Death Function
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m.SetStrategyDeathFunction([&](GameEvent&event,Monster&m,const std::string&strategy){
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if(!m.B(A::BULLETS_REMOVED)){
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for(const std::unique_ptr<Bullet>&b:BULLET_LIST){
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b->deactivated=true;
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b->fadeOutTime=ConfigFloat("Phase 4.End Wisp Fadeout Time");
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}
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m.B(A::BULLETS_REMOVED)=true;
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}
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m.F(A::ENVIRONMENT_TIMER)=std::max(0.f,m.F(A::ENVIRONMENT_TIMER)-game->GetElapsedTime());
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switch(m.I(A::ENVIRONMENT_PHASE)){
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case 0:{ //Fade out. Use the phase 2 environment fade-in color as the previous color to lerp out from.
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game->SetWorldColor(ConfigPixel("Phase 4.Environment Fade-in Color")*util::lerp(0.f,1.0f,m.F(A::ENVIRONMENT_TIMER)/ConfigFloat("Phase 4.Environment Fade-out Time")));
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if(m.F(A::ENVIRONMENT_TIMER)==0.f){
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game->SetWorldColor({0,0,0,255});
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m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Phase 4.Environment Fade-in Time");
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m.I(A::ENVIRONMENT_PHASE)++;
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game->SetWorldColorFunc([&](vi2d pos){return game->GetWorldColor();});
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}
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}break;
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case 1:{ //Fade in.
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Pixel fadeInCol=ConfigPixel("Phase 3.Environment Fade-in Color");
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game->SetWorldColor(fadeInCol*util::lerp(1.f,0.f,m.F(A::ENVIRONMENT_TIMER)/ConfigFloat("Phase 4.Environment Fade-in Time")));
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if(m.F(A::ENVIRONMENT_TIMER)==0.f){
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game->SetWorldColor(fadeInCol);
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return false;
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}
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}break;
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}
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return true;
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});
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#pragma endregion
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}break;
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case 1:{ //Run bear strategy in phase 1.
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auto TransitionToPhase2=[&](){
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m.phase=2;
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m.PerformOtherAnimation(1);
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m.AddBuff(BARRIER_DAMAGE_REDUCTION,INFINITE,ConfigFloat("Phase 2.Barrier Damage Reduction")/100.f);
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m.I(A::PHASE_REPEAT_COUNT)=ConfigInt("Phase 2.Wisp Pattern Spawn Count");
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SoundEffect::PlaySFX("Ursule Phase Transition",SoundEffect::CENTERED);
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m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Phase 2.Environment Fade-out Time");
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m.I(A::ENVIRONMENT_PHASE)=0;
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};
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if(m.GetRemainingHPPct()<=ConfigFloat("Phase 2.Change")/100.f){
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//before moving to Phase 2, we need to make sure we're in Phase 0 of the bear AI.
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if(m.overlaySpriteTransparency<210U){
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if(m.I(A::PHASE)!=0)goto bear;
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else{
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if(m.F(A::RUN_AWAY_TIMER)==0.f)m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase 1.Fur Change Color Time");
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else{
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m.F(A::RUN_AWAY_TIMER)=std::max(0.f,m.F(A::RUN_AWAY_TIMER)-fElapsedTime);
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if(m.F(A::RUN_AWAY_TIMER)==0.f)m.overlaySpriteTransparency=210U;
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}
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m.overlaySpriteTransparency=util::lerp(0U,210U,1-(m.F(A::RUN_AWAY_TIMER)/ConfigFloat("Phase 1.Fur Change Color Time")));
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}
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break;
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}else{
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//We also need to move to the center of the map.
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if(m.F(A::RUN_AWAY_TIMER)==0.f)m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase 1.Run to Center Time");
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else{
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m.F(A::RUN_AWAY_TIMER)=std::max(0.f,m.F(A::RUN_AWAY_TIMER)-fElapsedTime);
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if(m.F(A::RUN_AWAY_TIMER)==0.f){
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TransitionToPhase2();
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break;
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}
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}
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vf2d mapCenter=game->GetCurrentMap().GetMapData().MapSize*vf2d{float(game->GetCurrentMap().GetMapData().tilewidth),float(game->GetCurrentMap().GetMapData().tileheight)}/2.0f;
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float distToCenter=geom2d::line<float>(m.GetPos(),mapCenter).length();
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if(distToCenter>4.0f){
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m.targetAcquireTimer=20.f;
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m.target=mapCenter;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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break;
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}else{ //Now we're finally good for phase 2.
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TransitionToPhase2();
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break;
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}
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}
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}
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if(m.I(A::BEAR_STOMP_COUNT)%(ConfigInt("Phase 1.Stomp Count")+1)==ConfigInt("Phase 1.Stomp Count")){
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m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase 1.Run Time");
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m.I(A::PREVIOUS_PHASE)=m.phase;
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m.AddBuff(SPEEDBOOST,10.f,ConfigFloat("Phase 1.Run Speed Boost")/100.f);
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m.phase=6;
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break;
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}
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bear:
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BEAR(m,fElapsedTime,"Bear");
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}break;
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case 2:{
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m.PerformOtherAnimation(2);
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m.F(A::SHOOT_TIMER)=std::max(0.f,m.F(A::SHOOT_TIMER)-fElapsedTime);
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#pragma region Environment Color Change Handling
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m.F(A::ENVIRONMENT_TIMER)=std::max(0.f,m.F(A::ENVIRONMENT_TIMER)-fElapsedTime);
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switch(m.I(A::ENVIRONMENT_PHASE)){
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case 0:{ //Fade out.
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game->SetWorldColor(WHITE*util::lerp(0.f,1.0f,m.F(A::ENVIRONMENT_TIMER)/ConfigFloat("Phase 2.Environment Fade-out Time")));
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if(m.F(A::ENVIRONMENT_TIMER)==0.f){
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game->SetWorldColor({0,0,0,255});
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m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Phase 2.Environment Fade-in Time");
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m.I(A::ENVIRONMENT_PHASE)++;
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game->SetWorldColorFunc([&](vi2d pos){
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float fadeInRange=DATA["MonsterStrategy"]["Ursule"]["Phase 2"]["Environment Fade-in Range"].GetReal()/100.f*24.f;
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float distToPlayer=geom2d::line<float>(game->GetPlayer()->GetPos(),pos).length();
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return game->GetWorldColor()*std::min(1.0f,fadeInRange/distToPlayer);
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});
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}
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}break;
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case 1:{ //Fade in.
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Pixel fadeInCol=ConfigPixel("Phase 2.Environment Fade-in Color");
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game->SetWorldColor(fadeInCol*util::lerp(1.f,0.f,m.F(A::ENVIRONMENT_TIMER)/ConfigFloat("Phase 2.Environment Fade-in Time")));
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if(m.F(A::ENVIRONMENT_TIMER)==0.f){
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game->SetWorldColor(fadeInCol);
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}
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}break;
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}
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#pragma endregion
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if(m.I(A::PHASE_REPEAT_COUNT)>0){
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if(m.F(A::SHOOT_TIMER)==0.f){
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uint8_t wispPatternCount=ConfigInt("Wisp Pattern Count");
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uint8_t wispPattern=util::random()%wispPatternCount;
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if(ConfigString("Phase 2.Wisp Pattern Random Selection")=="Bag"){
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if(m.VEC(A::WISP_PATTERN_LIST).size()==0){
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for(uint8_t numb=0;numb<wispPatternCount;numb++){ //Numbers are randomly inserted into the list.
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m.VEC(A::WISP_PATTERN_LIST).insert(m.VEC(A::WISP_PATTERN_LIST).begin()+(util::random()%(m.VEC(A::WISP_PATTERN_LIST).size()+1)),numb);
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}
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}
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wispPattern=std::any_cast<uint8_t>(m.VEC(A::WISP_PATTERN_LIST).back());
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m.VEC(A::WISP_PATTERN_LIST).pop_back();
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}
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m.F(A::SHOOT_TIMER)=ConfigFloat("Phase 2.Wisp Pattern Spawn Wait Time");
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vi2d wispSize={ConfigIntArr("Phase 2.Wisp Size",0),ConfigIntArr("Phase 2.Wisp Size",1)};
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float rowWidth=ConfigString(std::format("Wisp Pattern {}.Row[0]",wispPattern)).length()*wispSize.x; // Width of a wisp set in pixels.
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float mapWidth=game->GetCurrentMap().GetMapData().MapSize.x*float(game->GetCurrentMap().GetMapData().tilewidth);
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int rowCount=Config(std::format("Wisp Pattern {}",wispPattern)).GetKeys().size();
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for(float x=0;x<mapWidth;x+=wispSize.x){
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for(int y=0;y<rowCount;y++){
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std::string_view row=ConfigString(std::format("Wisp Pattern {}.Row[{}]",wispPattern,y));
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if(row[int(x/wispSize.x)%row.length()]!='.'){
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float ySpawn=ConfigInt("Phase 2.Wisp Pattern Spawn Y")+y*wispSize.y;
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BULLET_LIST.push_back(std::make_unique<Wisp>(vf2d{x,ySpawn},vf2d{0,ConfigFloat("Phase 2.Wisp Speed")},ConfigFloat("Phase 2.Wisp Hitbox Radius"),m.GetAttack(),m.OnUpperLevel(),false,ConfigPixel("Phase 2.Wisp Color")));
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}
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}
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}
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m.I(A::PHASE_REPEAT_COUNT)--;
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}
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}else{
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auto TransitionToPhase3=[&](){
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m.phase=3;
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game->SetWorldColor(ConfigPixel("Phase 3.Environment Fade-in Color"));
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m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Phase 3.Environment Fade-in Time");
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m.I(A::ENVIRONMENT_PHASE)=0;
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m.RemoveBuff(BARRIER_DAMAGE_REDUCTION);
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};
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if(m.F(A::RECOVERY_TIME)==0.f){
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if(ConfigFloat("Phase 2.Wisp Count Phase Change Wait")==0.f){
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TransitionToPhase3();
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}
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m.F(A::RECOVERY_TIME)=ConfigFloat("Phase 2.Wisp Count Phase Change Wait");
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}else{
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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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TransitionToPhase3();
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}
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}
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}
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}break;
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case 3:{
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#pragma region Environment Color Change Handling
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m.F(A::ENVIRONMENT_TIMER)=std::max(0.f,m.F(A::ENVIRONMENT_TIMER)-fElapsedTime);
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switch(m.I(A::ENVIRONMENT_PHASE)){
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case 0:{ //Fade out. Use the phase 2 environment fade-in color as the previous color to lerp out from.
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game->SetWorldColor(ConfigPixel("Phase 2.Environment Fade-in Color")*util::lerp(0.f,1.0f,m.F(A::ENVIRONMENT_TIMER)/ConfigFloat("Phase 3.Environment Fade-out Time")));
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if(m.F(A::ENVIRONMENT_TIMER)==0.f){
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game->SetWorldColor({0,0,0,255});
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m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Phase 3.Environment Fade-in Time");
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m.I(A::ENVIRONMENT_PHASE)++;
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game->SetWorldColorFunc([&](vi2d pos){return game->GetWorldColor();});
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}
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}break;
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case 1:{ //Fade in.
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Pixel fadeInCol=ConfigPixel("Phase 3.Environment Fade-in Color");
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game->SetWorldColor(fadeInCol*util::lerp(1.f,0.f,m.F(A::ENVIRONMENT_TIMER)/ConfigFloat("Phase 3.Environment Fade-in Time")));
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if(m.F(A::ENVIRONMENT_TIMER)==0.f){
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game->SetWorldColor(fadeInCol);
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}
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}break;
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}
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#pragma endregion
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float distToPlayer=geom2d::line<float>(game->GetPlayer()->GetPos(),m.GetPos()).length();
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m.F(A::CHARGE_COOLDOWN)=std::max(0.f,m.F(A::CHARGE_COOLDOWN)-fElapsedTime);
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if(m.I(A::PHASE)!=0)goto bear2; //Prevent doing anything else if a part of bear AI is still running.
|
|
|
|
|
|
|
|
|
|
if(m.GetRemainingHPPct()<=ConfigFloat("Phase 4.Change")/100.f){
|
|
|
|
|
auto TransitionToPhase5=[&](){
|
|
|
|
|
m.phase=5;
|
|
|
|
|
m.PerformOtherAnimation(1);
|
|
|
|
|
SoundEffect::PlaySFX("Ursule Phase Transition",SoundEffect::CENTERED);
|
|
|
|
|
m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Phase 4.Environment Fade-out Time");
|
|
|
|
|
m.I(A::ENVIRONMENT_PHASE)=0;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//We also need to move to the center of the map.
|
|
|
|
|
if(m.F(A::RUN_AWAY_TIMER)==0.f)m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase 4.Run to Center Time");
|
|
|
|
|
else{
|
|
|
|
|
m.F(A::RUN_AWAY_TIMER)=std::max(0.f,m.F(A::RUN_AWAY_TIMER)-fElapsedTime);
|
|
|
|
|
if(m.F(A::RUN_AWAY_TIMER)==0.f){
|
|
|
|
|
TransitionToPhase5();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
vf2d mapCenter=game->GetCurrentMap().GetMapData().MapSize*vf2d{float(game->GetCurrentMap().GetMapData().tilewidth),float(game->GetCurrentMap().GetMapData().tileheight)}/2.0f;
|
|
|
|
|
float distToCenter=geom2d::line<float>(m.GetPos(),mapCenter).length();
|
|
|
|
|
if(distToCenter>4.0f){
|
|
|
|
|
m.targetAcquireTimer=20.f;
|
|
|
|
|
m.target=mapCenter;
|
|
|
|
|
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
|
|
|
|
|
break;
|
|
|
|
|
}else{ //Now we're finally good for phase 2.
|
|
|
|
|
TransitionToPhase5();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(distToPlayer>=ConfigFloat("Phase 3.Charge Range")/100.f*24.f&&m.F(A::CHARGE_COOLDOWN)==0.f){
|
|
|
|
|
if(ConfigFloat("Phase 3.Charge Cast Time")!=0.f){
|
|
|
|
|
if(m.F(A::CASTING_TIMER)==0.f){
|
|
|
|
|
m.F(A::CASTING_TIMER)=ConfigFloat("Phase 3.Charge Cast Time");
|
|
|
|
|
m.UpdateFacingDirection(geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).vector());
|
|
|
|
|
m.PerformOtherAnimation(4);
|
|
|
|
|
m.B(A::COLLIDED_WITH_PLAYER)=false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(m.F(A::CASTING_TIMER)>0.f){
|
|
|
|
|
m.F(A::CASTING_TIMER)=std::max(0.f,m.F(A::CASTING_TIMER)-fElapsedTime);
|
|
|
|
|
if(m.F(A::CASTING_TIMER)==0.f){
|
|
|
|
|
m.phase=4;
|
|
|
|
|
m.AddBuff(SPEEDBOOST,10.f,ConfigFloat("Phase 3.Charge Speed Boost")/100.f);
|
|
|
|
|
m.AddBuff(FIXED_COLLISION_DMG,10.f,ConfigFloat("Phase 3.Charge Attack Damage"));
|
|
|
|
|
m.AddBuff(COLLISION_KNOCKBACK_STRENGTH,10.f,ConfigFloat("Phase 3.Charge Attack Knockback Strength"));
|
|
|
|
|
m.target=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).upoint(2.0f);
|
|
|
|
|
//It's possible the charge forces the bear outside the map, so it will attempt to run forever on the clamped edges.
|
|
|
|
|
m.target.x=std::clamp(m.target.x,0.f,float(game->GetCurrentMap().GetMapData().width*game->GetCurrentMap().GetMapData().tilewidth));
|
|
|
|
|
m.target.y=std::clamp(m.target.y,0.f,float(game->GetCurrentMap().GetMapData().height*game->GetCurrentMap().GetMapData().tileheight));
|
|
|
|
|
m.F(A::TARGET_TIMER)=ConfigFloat("Phase 3.Charge Max Run Time");
|
|
|
|
|
m.F(A::CHARGE_COOLDOWN)=ConfigFloat("Phase 3.Charge Attack Cooldown");
|
|
|
|
|
m.PerformOtherAnimation(3);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(m.F(A::CASTING_TIMER)==0.f){
|
|
|
|
|
if(m.I(A::BEAR_STOMP_COUNT)%(ConfigInt("Phase 3.Stomp Count")+1)==ConfigInt("Phase 3.Stomp Count")){
|
|
|
|
|
m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase 3.Run Time");
|
|
|
|
|
m.AddBuff(SPEEDBOOST,10.f,ConfigFloat("Phase 3.Run Speed Boost")/100.f);
|
|
|
|
|
m.I(A::PREVIOUS_PHASE)=m.phase;
|
|
|
|
|
m.phase=6;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bear2:
|
|
|
|
|
BEAR(m,fElapsedTime,"Bear");
|
|
|
|
|
}break;
|
|
|
|
|
case 4:{ //A charging phase.
|
|
|
|
|
m.F(A::TARGET_TIMER)=std::max(0.f,m.F(A::TARGET_TIMER)-fElapsedTime);
|
|
|
|
|
|
|
|
|
|
if(geom2d::line(m.pos,m.target).length()>100*fElapsedTime*m.GetMoveSpdMult()){
|
|
|
|
|
vf2d newPos=m.pos+geom2d::line(m.pos,m.target).vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
|
|
|
|
|
m.SetPos(newPos);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float distToTarget=geom2d::line<float>(m.target,m.GetPos()).length();
|
|
|
|
|
|
|
|
|
|
if(distToTarget<=4.f||m.F(A::TARGET_TIMER)==0.f||m.B(A::COLLIDED_WITH_PLAYER)){
|
|
|
|
|
m.phase=3;
|
|
|
|
|
m.RemoveBuff(SPEEDBOOST);
|
|
|
|
|
m.RemoveBuff(FIXED_COLLISION_DMG);
|
|
|
|
|
m.RemoveBuff(COLLISION_KNOCKBACK_STRENGTH);
|
|
|
|
|
m.PerformIdleAnimation();
|
|
|
|
|
}
|
|
|
|
|
}break;
|
|
|
|
|
case 5:{ //Final boss phase.
|
|
|
|
|
m.PerformOtherAnimation(2);
|
|
|
|
|
m.F(A::SHOOT_TIMER)=std::max(0.f,m.F(A::SHOOT_TIMER)-fElapsedTime);
|
|
|
|
|
|
|
|
|
|
#pragma region Environment Color Change Handling
|
|
|
|
|
m.F(A::ENVIRONMENT_TIMER)=std::max(0.f,m.F(A::ENVIRONMENT_TIMER)-fElapsedTime);
|
|
|
|
|
switch(m.I(A::ENVIRONMENT_PHASE)){
|
|
|
|
|
case 0:{ //Fade out. Use the phase 3 environment fade-in color as the previous color to lerp out from.
|
|
|
|
|
game->SetWorldColor(ConfigPixel("Phase 3.Environment Fade-in Color")*util::lerp(0.f,1.0f,m.F(A::ENVIRONMENT_TIMER)/ConfigFloat("Phase 4.Environment Fade-out Time")));
|
|
|
|
|
if(m.F(A::ENVIRONMENT_TIMER)==0.f){
|
|
|
|
|
game->SetWorldColor({0,0,0,255});
|
|
|
|
|
m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Phase 4.Environment Fade-in Time");
|
|
|
|
|
m.I(A::ENVIRONMENT_PHASE)++;
|
|
|
|
|
game->SetWorldColorFunc([&](vi2d pos){
|
|
|
|
|
float fadeInRange=DATA["MonsterStrategy"]["Ursule"]["Phase 4"]["Environment Fade-in Range"].GetReal()/100.f*24.f;
|
|
|
|
|
float distToPlayer=geom2d::line<float>(game->GetPlayer()->GetPos(),pos).length();
|
|
|
|
|
return game->GetWorldColor()*std::min(1.0f,fadeInRange/distToPlayer);
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
}break;
|
|
|
|
|
case 1:{ //Fade in.
|
|
|
|
|
Pixel fadeInCol=ConfigPixel("Phase 4.Environment Fade-in Color");
|
|
|
|
|
game->SetWorldColor(fadeInCol*util::lerp(1.f,0.f,m.F(A::ENVIRONMENT_TIMER)/ConfigFloat("Phase 4.Environment Fade-in Time")));
|
|
|
|
|
if(m.F(A::ENVIRONMENT_TIMER)==0.f){
|
|
|
|
|
game->SetWorldColor(fadeInCol);
|
|
|
|
|
}
|
|
|
|
|
}break;
|
|
|
|
|
}
|
|
|
|
|
#pragma endregion
|
|
|
|
|
|
|
|
|
|
if(m.F(A::SHOOT_TIMER)==0.f){
|
|
|
|
|
uint8_t wispPatternCount=ConfigInt("Wisp Pattern Count");
|
|
|
|
|
|
|
|
|
|
uint8_t wispPattern=util::random()%wispPatternCount;
|
|
|
|
|
|
|
|
|
|
if(ConfigString("Phase 4.Wisp Pattern Random Selection")=="Bag"){
|
|
|
|
|
if(m.VEC(A::WISP_PATTERN_LIST).size()==0){
|
|
|
|
|
for(uint8_t numb=0;numb<wispPatternCount;numb++){ //Numbers are randomly inserted into the list.
|
|
|
|
|
m.VEC(A::WISP_PATTERN_LIST).insert(m.VEC(A::WISP_PATTERN_LIST).begin()+(util::random()%(m.VEC(A::WISP_PATTERN_LIST).size()+1)),numb);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
wispPattern=std::any_cast<uint8_t>(m.VEC(A::WISP_PATTERN_LIST).back());
|
|
|
|
|
m.VEC(A::WISP_PATTERN_LIST).pop_back();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
m.F(A::SHOOT_TIMER)=ConfigFloat("Phase 4.Wisp Pattern Spawn Wait Time");
|
|
|
|
|
|
|
|
|
|
vi2d wispSize={ConfigIntArr("Phase 4.Wisp Size",0),ConfigIntArr("Phase 4.Wisp Size",1)};
|
|
|
|
|
|
|
|
|
|
float rowWidth=ConfigString(std::format("Wisp Pattern {}.Row[0]",wispPattern)).length()*wispSize.x; // Width of a wisp set in pixels.
|
|
|
|
|
float mapWidth=game->GetCurrentMap().GetMapData().MapSize.x*float(game->GetCurrentMap().GetMapData().tilewidth);
|
|
|
|
|
int rowCount=Config(std::format("Wisp Pattern {}",wispPattern)).GetKeys().size();
|
|
|
|
|
for(float x=0;x<mapWidth;x+=wispSize.x){
|
|
|
|
|
for(int y=0;y<rowCount;y++){
|
|
|
|
|
std::string_view row=ConfigString(std::format("Wisp Pattern {}.Row[{}]",wispPattern,y));
|
|
|
|
|
if(row[int(x/wispSize.x)%row.length()]!='.'){
|
|
|
|
|
float ySpawn=ConfigInt("Phase 4.Wisp Pattern Spawn Y")+y*wispSize.y;
|
|
|
|
|
BULLET_LIST.push_back(std::make_unique<Wisp>(vf2d{x,ySpawn},vf2d{0,ConfigFloat("Phase 4.Wisp Speed")},ConfigFloat("Phase 4.Wisp Hitbox Radius"),m.GetAttack(),m.OnUpperLevel(),false,ConfigPixel("Phase 4.Wisp Color")));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}break;
|
|
|
|
|
case 6:{
|
|
|
|
|
//Run towards the target for a set amount of time.
|
|
|
|
|
m.F(A::RUN_AWAY_TIMER)=std::max(0.f,m.F(A::RUN_AWAY_TIMER)-fElapsedTime);
|
|
|
|
|
m.targetAcquireTimer=20.f;
|
|
|
|
|
m.target=game->GetPlayer()->GetPos();
|
|
|
|
|
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
|
|
|
|
|
if(m.F(A::RUN_AWAY_TIMER)==0.f){
|
|
|
|
|
m.phase=m.I(A::PREVIOUS_PHASE);
|
|
|
|
|
m.RemoveBuff(SPEEDBOOST);
|
|
|
|
|
m.I(A::BEAR_STOMP_COUNT)=0;
|
|
|
|
|
}
|
|
|
|
|
}break;
|
|
|
|
|
default:{
|
|
|
|
|
ERR(std::format("WARNING! Unknown phase {} for {} reached!",m.phase,m.GetName()));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|