# 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 <EFBFBD> 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "AdventuresInLestoria.h"
# include "DEFINES.h"
# include "Monster.h"
# include "MonsterStrategyHelpers.h"
# include "BulletTypes.h"
# include "util.h"
# include "SoundEffect.h"
INCLUDE_game
using A = Attribute ;
/*
* Attack Strategie : Fly circles at the edge of the Players Screen . every 8 seconds charge on players location to the other corner of the screen .
* */
void Monster : : STRATEGY : : HAWK ( Monster & m , float fElapsedTime , std : : string strategy ) {
enum PhaseName {
INITIALIZE ,
FLYING ,
PREPARE_CHARGE ,
CHARGE
} ;
# pragma region Flying Hover Effect
m . SetZ ( std : : max ( float ( m . F ( A : : FLYING_HEIGHT ) + ConfigFloat ( " Flight Oscillation Amount " ) * sin ( ( PI * m . TimeSpentAlive ( ) ) / 1.5f ) ) , 0.f ) ) ;
# pragma endregion
switch ( PHASE ( ) ) {
case INITIALIZE : {
m . F ( A : : TARGET_FLYING_HEIGHT ) = m . F ( A : : FLYING_HEIGHT ) = ConfigFloat ( " Flight Height " ) - ConfigFloat ( " Flight Height Variance " ) + util : : random_range ( 0 , ConfigFloat ( " Flight Height Variance " ) * 2 ) ;
m . B ( A : : RANDOM_DIRECTION ) = int ( util : : random_range ( 0 , 2 ) ) ;
SETPHASE ( FLYING ) ;
m . AddBuff ( BuffType : : SELF_INFLICTED_SLOWDOWN , INFINITE , util : : random_range ( 0 , ConfigFloat ( " Flight Speed Variance " ) / 100 ) ) ;
m . F ( A : : ATTACK_COOLDOWN ) = util : : random_range ( 1.f , ConfigFloat ( " Flight Charge Cooldown " ) ) ;
} break ;
case FLYING : {
m . F ( A : : ATTACK_COOLDOWN ) - = fElapsedTime ;
if ( m . F ( A : : FLYING_HEIGHT ) < m . F ( A : : TARGET_FLYING_HEIGHT ) ) m . F ( A : : FLYING_HEIGHT ) = std : : min ( m . F ( A : : TARGET_FLYING_HEIGHT ) , m . F ( A : : FLYING_HEIGHT ) + ConfigFloat ( " Attack Z Speed " ) * fElapsedTime ) ;
if ( m . F ( A : : ATTACK_COOLDOWN ) < = 0 ) {
m . F ( A : : CASTING_TIMER ) = ConfigFloat ( " Attack Wait Time " ) ;
SETPHASE ( PREPARE_CHARGE ) ;
} else {
float dirToPlayer { util : : pointTo ( game - > GetPlayer ( ) - > GetPos ( ) , m . GetPos ( ) ) . polar ( ) . y } ;
dirToPlayer + = m . B ( A : : RANDOM_DIRECTION ) ? 0.25 * PI : - 0.25 * PI ;
m . target = game - > GetPlayer ( ) - > GetPos ( ) + vf2d { ConfigFloat ( " Flight Distance " ) , dirToPlayer } . cart ( ) ;
RUN_TOWARDS ( m , fElapsedTime , " Run Towards " ) ;
}
} break ;
case PREPARE_CHARGE : {
m . F ( A : : CASTING_TIMER ) - = fElapsedTime ;
m . UpdateFacingDirection ( game - > GetPlayer ( ) - > GetPos ( ) ) ;
m . PerformAnimation ( " ATTACK " ) ;
if ( m . F ( A : : CASTING_TIMER ) < = 0 ) {
SETPHASE ( CHARGE ) ;
m . PerformAnimation ( " ATTACKING " ) ;
m . target = geom2d : : line < float > ( m . GetPos ( ) , game - > GetPlayer ( ) - > GetPos ( ) ) . rpoint ( ConfigFloat ( " Flight Distance " ) * 2.f ) ;
m . UpdateFacingDirection ( m . target ) ;
}
} break ;
case CHARGE : {
m . B ( A : : IGNORE_DEFAULT_ANIMATIONS ) = true ;
if ( m . F ( A : : FLYING_HEIGHT ) > - ConfigFloat ( " Flight Oscillation Amount " ) ) m . F ( A : : FLYING_HEIGHT ) = std : : max ( - ConfigFloat ( " Flight Oscillation Amount " ) , m . F ( A : : FLYING_HEIGHT ) - ConfigFloat ( " Attack Z Speed " ) * fElapsedTime ) ;
m . targetAcquireTimer = 1.f ;
RUN_TOWARDS ( m , fElapsedTime , " Run Towards " ) ;
float distToTarget = geom2d : : line < float > ( m . GetPos ( ) , m . target ) . length ( ) ;
if ( distToTarget < 12.f ) {
m . F ( A : : TARGET_FLYING_HEIGHT ) = ConfigFloat ( " Flight Height " ) - ConfigFloat ( " Flight Height Variance " ) + util : : random_range ( 0 , ConfigFloat ( " Flight Height Variance " ) * 2 ) ;
SETPHASE ( FLYING ) ;
m . F ( A : : ATTACK_COOLDOWN ) = ConfigFloat ( " Flight Charge Cooldown " ) ;
m . PerformJumpAnimation ( ) ;
}
m . B ( A : : IGNORE_DEFAULT_ANIMATIONS ) = false ;
} break ;
}
}