The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/RUN_STRATEGY.cpp

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#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 "DEFINES.h"
#include "olcUTIL_DataFile.h"
INCLUDE_DATA
INCLUDE_STRATEGY_DATA
std::string Monster::STRATEGY::ERR{};
void Monster::InitializeStrategies(){
STRATEGY_DATA.insert("Run Towards",Monster::STRATEGY::RUN_TOWARDS);
STRATEGY_DATA.insert("Shoot Afar",Monster::STRATEGY::SHOOT_AFAR);
STRATEGY_DATA.insert("Turret",Monster::STRATEGY::TURRET);
STRATEGY_DATA.insert("Slime King",Monster::STRATEGY::SLIMEKING);
STRATEGY_DATA.insert("Run Away",Monster::STRATEGY::RUN_AWAY);
STRATEGY_DATA.insert("Frog",Monster::STRATEGY::FROG);
STRATEGY_DATA.insert("Wolf",Monster::STRATEGY::WOLF);
STRATEGY_DATA.insert("Bear",Monster::STRATEGY::BEAR);
STRATEGY_DATA.insert("Ursule",Monster::STRATEGY::URSULE);
STRATEGY_DATA.insert("NPC",Monster::STRATEGY::NPC);
STRATEGY_DATA.insert("Boar",Monster::STRATEGY::BOAR);
STRATEGY_DATA.insert("Goblin Dagger",Monster::STRATEGY::GOBLIN_DAGGER);
STRATEGY_DATA.insert("Goblin Bow",Monster::STRATEGY::GOBLIN_BOW);
STRATEGY_DATA.insert("Goblin Boar Rider",Monster::STRATEGY::GOBLIN_BOAR_RIDER);
STRATEGY_DATA.insert("Goblin Bomb",Monster::STRATEGY::GOBLIN_BOMB);
STRATEGY_DATA.insert("Hawk",Monster::STRATEGY::HAWK);
STRATEGY_DATA.insert("Stone Elemental",Monster::STRATEGY::STONE_ELEMENTAL);
STRATEGY_DATA.insert("Zephy",Monster::STRATEGY::ZEPHY);
STRATEGY_DATA.insert("Major Hawk",Monster::STRATEGY::MAJOR_HAWK);
STRATEGY_DATA.insert("Do Nothing",Monster::STRATEGY::DONOTHING);
STRATEGY_DATA.SetInitialized();
}
int Monster::STRATEGY::_GetInt(Monster&m,std::string param,std::string strategy,int index){
if(m.IsNPC()&&DATA["NPCs"][m.name].HasProperty(param)){
return float(DATA["NPCs"][m.name].GetProperty(param).GetInt(index));
}else
if(!m.IsNPC()&&DATA["Monsters"][m.name].HasProperty(param)){
return DATA["Monsters"][m.name].GetProperty(param).GetInt(index);
}else
if(DATA["MonsterStrategy"][strategy].HasProperty(param)){
return DATA["MonsterStrategy"][strategy].GetProperty(param).GetInt(index);
}else{
ERR(std::format("Monster {} trying to read non-existent Integer Property {}[{}] for Strategy {}. THIS SHOULD NOT BE HAPPENING!",m.GetName(),param,index,strategy));
return{};
}
}
float Monster::STRATEGY::_GetFloat(Monster&m,std::string param,std::string strategy,int index){
if(m.IsNPC()&&DATA["NPCs"][m.name].HasProperty(param)){
return float(DATA["NPCs"][m.name].GetProperty(param).GetReal(index));
}else
if(!m.IsNPC()&&DATA["Monsters"][m.name].HasProperty(param)){
return float(DATA["Monsters"][m.name].GetProperty(param).GetReal(index));
}else
if(DATA["MonsterStrategy"][strategy].HasProperty(param)){
return float(DATA["MonsterStrategy"][strategy].GetProperty(param).GetReal(index));
}else{
ERR(std::format("Monster {} trying to read non-existent Float Property {}[{}] for Strategy {}. THIS SHOULD NOT BE HAPPENING!",m.GetName(),param,index,strategy))
return{};
}
}
const std::string&Monster::STRATEGY::_GetString(Monster&m,std::string param,std::string strategy,int index){
if(m.IsNPC()&&DATA["NPCs"][m.name].HasProperty(param)){
return DATA["NPCs"][m.name].GetProperty(param).GetString(index);
}else
if(!m.IsNPC()&&DATA["Monsters"][m.name].HasProperty(param)){
return DATA["Monsters"][m.name].GetProperty(param).GetString(index);
}else
if(DATA["MonsterStrategy"][strategy].HasProperty(param)){
return DATA["MonsterStrategy"][strategy].GetProperty(param).GetString(index);
}else{
ERR(std::format("Monster {} trying to read non-existent String Property {}[{}] for Strategy {}. THIS SHOULD NOT BE HAPPENING!",m.GetName(),param,index,strategy))
return ERR;
}
}
vf2d Monster::STRATEGY::_GetVec(Monster&m,std::string param,std::string strategy,int index){
if(m.IsNPC()&&DATA["NPCs"][m.name].HasProperty(param)){
return {DATA["NPCs"][m.name].GetProperty(param).GetReal(index),DATA["NPCs"][m.name].GetProperty(param).GetReal(index+1)};
}else
if(!m.IsNPC()&&DATA["Monsters"][m.name].HasProperty(param)){
return {DATA["Monsters"][m.name].GetProperty(param).GetReal(index),DATA["Monsters"][m.name].GetProperty(param).GetReal(index+1)};
}else
if(DATA["MonsterStrategy"][strategy].HasProperty(param)){
return {DATA["MonsterStrategy"][strategy].GetProperty(param).GetReal(index),DATA["MonsterStrategy"][strategy].GetProperty(param).GetReal(index+1)};
}else{
ERR(std::format("Monster {} trying to read non-existent Vf2d Property {}[{}] for Strategy {}. THIS SHOULD NOT BE HAPPENING!",m.GetName(),param,index,strategy))
return{};
}
}
const datafile&Monster::STRATEGY::_Get(Monster&m,std::string param,std::string strategy){
if(m.IsNPC()&&DATA["NPCs"][m.name].HasProperty(param)){
return DATA["NPCs"][m.name].GetProperty(param);
}else
if(!m.IsNPC()&&DATA["Monsters"][m.name].HasProperty(param)){
return DATA["Monsters"][m.name].GetProperty(param);
}else
if(DATA["MonsterStrategy"][strategy].HasProperty(param)){
return DATA["MonsterStrategy"][strategy].GetProperty(param);
}else{
ERR(std::format("Monster {} trying to read non-existent Data Property {} for Strategy {}",m.GetName(),param,strategy));
return DATA;
}
}
Pixel Monster::STRATEGY::_GetPixel(Monster&m,std::string param,std::string strategy,int index){
if(m.IsNPC()&&DATA["NPCs"][m.name].HasProperty(param)){
return DATA["NPCs"][m.name].GetProperty(param).GetPixel(index);
}else
if(!m.IsNPC()&&DATA["Monsters"][m.name].HasProperty(param)){
return DATA["Monsters"][m.name].GetProperty(param).GetPixel(index);
}else
if(DATA["MonsterStrategy"][strategy].HasProperty(param)){
return DATA["MonsterStrategy"][strategy].GetProperty(param).GetPixel(index);
}else{
ERR(std::format("Monster {} trying to read non-existent Pixel Property {}[{}] for Strategy {}. THIS SHOULD NOT BE HAPPENING!",m.GetName(),param,index,strategy))
return{};
}
}
float Monster::STRATEGY::_GetPixels(Monster&m,std::string param,std::string strategy,int index){
if(m.IsNPC()&&DATA["NPCs"][m.name].HasProperty(param)){
return DATA["NPCs"][m.name].GetProperty(param).GetReal(index)/100.f*24;
}else
if(!m.IsNPC()&&DATA["Monsters"][m.name].HasProperty(param)){
return DATA["Monsters"][m.name].GetProperty(param).GetReal(index)/100.f*24;
}else
if(DATA["MonsterStrategy"][strategy].HasProperty(param)){
return DATA["MonsterStrategy"][strategy].GetProperty(param).GetReal(index)/100.f*24;
}else{
ERR(std::format("Monster {} trying to read non-existent Real Property {}[{}] (for pixel conversion) for Strategy {}. THIS SHOULD NOT BE HAPPENING!",m.GetName(),param,index,strategy))
return{};
}
}
void Monster::STRATEGY::RUN_STRATEGY(Monster&m,float fElapsedTime){
m.GetStrategy()(m,fElapsedTime,m.strategy);
}