Fix bow goblin reload AI and changing facing direction while aiming at target. Release Build 9174.

mac-build
sigonasr2 7 months ago
parent 89bc17c0a2
commit 264cf998b9
  1. 1
      Adventures in Lestoria/Arrow.cpp
  2. 10
      Adventures in Lestoria/Goblin_Bow.cpp
  3. 2
      Adventures in Lestoria/Version.h
  4. 9
      Adventures in Lestoria/assets/Campaigns/2_1.tmx
  5. 2
      Adventures in Lestoria/assets/config/Monsters.txt
  6. BIN
      x64/Release/Adventures in Lestoria.exe

@ -81,7 +81,6 @@ void Arrow::PointToBestTargetPath(const uint8_t perceptionLevel){
if(distToPlayer<closestDist){
closestDist=distToPlayer;
closestVel=originalSimulatedShootingAngle;
LOG(std::format("Angle {} is a better choice as the arrow gets to {} distance from the player.",util::radToDeg(closestVel.polar().y),closestDist));
}
}
}

@ -64,8 +64,6 @@ void Monster::STRATEGY::GOBLIN_BOW(Monster&m,float fElapsedTime,std::string stra
WINDUP,
};
#pragma endregion
m.F(A::ATTACK_COOLDOWN)+=fElapsedTime;
switch(m.phase){
case INITIALIZE_PERCEPTION:{
@ -73,6 +71,8 @@ void Monster::STRATEGY::GOBLIN_BOW(Monster&m,float fElapsedTime,std::string stra
m.phase=MOVE;
}break;
case MOVE:{
m.F(A::ATTACK_COOLDOWN)+=fElapsedTime;
float distToPlayer=m.GetDistanceFrom(game->GetPlayer()->GetPos());
const bool outsideMaxShootingRange=distToPlayer>=ConfigPixelsArr("Stand Still and Shoot Range",1);
@ -103,12 +103,14 @@ void Monster::STRATEGY::GOBLIN_BOW(Monster&m,float fElapsedTime,std::string stra
float targetDir=m.B(A::RANDOM_DIRECTION)==CW?dirFromPlayer+PI/4:dirFromPlayer-PI/4;
m.target=game->GetPlayer()->GetPos()+vf2d{m.F(A::RANDOM_RANGE),targetDir}.cart();
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
}else{ //Only the stand still and shoot range remains...
}else
if(m.F(A::ATTACK_COOLDOWN)>=ConfigFloat("Attack Reload Time")/2.f){ //Only the stand still and shoot range remains, which is twice as fast...
PrepareToShoot();
}
}break;
case WINDUP:{
m.F(A::SHOOT_TIMER)-=fElapsedTime;
m.UpdateFacingDirection(game->GetPlayer()->GetPos());
if(m.F(A::SHOOT_TIMER)<=0){
geom2d::line pointTowardsPlayer(m.GetPos(),game->GetPlayer()->GetPos());
vf2d extendedLine=pointTowardsPlayer.upoint(1.1f);
@ -116,7 +118,9 @@ void Monster::STRATEGY::GOBLIN_BOW(Monster&m,float fElapsedTime,std::string stra
Arrow&arrow=static_cast<Arrow&>(*BULLET_LIST.back());
arrow.PointToBestTargetPath(m.F(A::PERCEPTION_LEVEL));
m.F(A::ATTACK_COOLDOWN)=0.f;
m.F(A::PERCEPTION_LEVEL)=std::min(ConfigFloat("Maximum Perception Level"),m.F(A::PERCEPTION_LEVEL)+ConfigFloat("Perception Level Increase"));
m.PerformAnimation("IDLE",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));
m.phase=MOVE;
}
m.B(A::RANDOM_DIRECTION)=util::random()%2;

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 9169
#define VERSION_BUILD 9174
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="238" height="369" tilewidth="24" tileheight="24" infinite="0" nextlayerid="7" nextobjectid="28">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="238" height="369" tilewidth="24" tileheight="24" infinite="0" nextlayerid="7" nextobjectid="30">
<properties>
<property name="Backdrop" propertytype="Backdrop" value="mountain_day"/>
<property name="Background Music" propertytype="BGM" value="foresty1_1"/>
@ -1887,7 +1887,12 @@
</properties>
</object>
<object id="28" name="Player Spawn" type="PlayerSpawnLocation" x="5112" y="8064" width="24" height="24"/>
<object id="27" template="../maps/Monsters/Boar.tx" x="4552" y="8063">
<object id="28" template="../maps/Monsters/Goblin (Bow).tx" x="4472" y="8175">
<properties>
<property name="spawner" type="object" value="15"/>
</properties>
</object>
<object id="29" template="../maps/Monsters/Goblin (Bow).tx" x="4815" y="7821">
<properties>
<property name="spawner" type="object" value="15"/>
</properties>

@ -591,7 +591,7 @@ Monsters
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
IDLE = 2, 0.6, Repeat
WALK = 3, 0.2, Repeat
SHOOT = 4, 0.03, OneShot
SHOOT = 4, 0.06, OneShot
DEATH = 4, 0.15, OneShot
}

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