Setup framework and stats for Major Hawk and Bonus Chapter 2 Boss. Add in override Hawk strategy behaviors for Major Hawk strategy. Release Build 9353.

pull/57/head
sigonasr2 6 months ago
parent 153589a232
commit 38efe127be
  1. 5
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  2. 53
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  3. 56
      Adventures in Lestoria/MajorHawk.cpp
  4. 2
      Adventures in Lestoria/Monster.h
  5. 2
      Adventures in Lestoria/RUN_STRATEGY.cpp
  6. 2
      Adventures in Lestoria/Version.h
  7. 52
      Adventures in Lestoria/Zephy.cpp
  8. 12
      Adventures in Lestoria/assets/config/MonsterStrategies.txt
  9. 107
      Adventures in Lestoria/assets/config/Monsters.txt
  10. BIN
      x64/Release/Adventures in Lestoria.exe

@ -786,6 +786,10 @@
</SubType>
</ClCompile>
<ClCompile Include="MainMenuWindow.cpp" />
<ClCompile Include="MajorHawk.cpp">
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="Map.cpp" />
<ClCompile Include="Menu.cpp" />
<ClCompile Include="MenuAnimatedIconButton.h" />
@ -916,6 +920,7 @@
<ClCompile Include="Witch.cpp" />
<ClCompile Include="Wizard.cpp" />
<ClCompile Include="Wolf.cpp" />
<ClCompile Include="Zephy.cpp" />
</ItemGroup>
<ItemGroup>
<None Include="..\read_debug_log.ps1" />

@ -636,6 +636,12 @@
<ClInclude Include="MonsterData.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="BombBoom.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Direction.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Player.cpp">
@ -1013,6 +1019,48 @@
<ClCompile Include="Minimap.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Boar.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Bomb.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="DaggerSlash.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="DaggerStab.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Do_Nothing.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="LevitatingRock.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Stone_Elemental.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
<ClCompile Include="Goblin_Dagger.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
<ClCompile Include="Goblin_Boar_Rider.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
<ClCompile Include="Goblin_Bomb.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
<ClCompile Include="Goblin_Bow.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
<ClCompile Include="Hawk.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
<ClCompile Include="Zephy.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
<ClCompile Include="MajorHawk.cpp">
<Filter>Source Files\Monster Strategies</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />
@ -1132,10 +1180,6 @@
<Text Include="assets\config\items\Accessories.txt">
<Filter>Configurations\Items</Filter>
</Text>
<Text Include="Adventures in Lestoria_Story_Chapter_1 (2).txt" />
<Text Include="Adventures in Lestoria_System_Overview.txt" />
<Text Include="assets\config\bgm\bgm.txt" />
<Text Include="assets\config\bgm\events.txt" />
<Text Include="assets\config\audio\audio.txt">
<Filter>Configurations\Audio</Filter>
</Text>
@ -1181,6 +1225,7 @@
<Text Include="assets\config\minimap.txt">
<Filter>Configurations</Filter>
</Text>
<Text Include="Chapter_2_Monsters.txt" />
</ItemGroup>
<ItemGroup>
<Image Include="assets\heart.ico">

@ -0,0 +1,56 @@
#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 "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "BulletTypes.h"
#include "util.h"
INCLUDE_game
INCLUDE_MONSTER_LIST
using A=Attribute;
void Monster::STRATEGY::MAJOR_HAWK(Monster&m,float fElapsedTime,std::string strategy){
//Runs the Hawk strategy and has an aggressive mode when the amount of this monster falls below an amount.
const int majorHawkCount=std::reduce(MONSTER_LIST.begin(),MONSTER_LIST.end(),0,[&](const int&acc,const std::unique_ptr<Monster>&monster){return std::move(acc)+((monster->GetName()==ConfigString("Aggressive Name Check"))?1:0);});
if(majorHawkCount<=ConfigInt("Aggressive Hawk Count"))HAWK(m,fElapsedTime,"Major Hawk");
else HAWK(m,fElapsedTime,"Hawk"); //Use normal hawk behaviors when there are too many Major Hawks.
}

@ -279,6 +279,8 @@ private:
static void GOBLIN_BOMB(Monster&m,float fElapsedTime,std::string strategy);
static void HAWK(Monster&m,float fElapsedTime,std::string strategy);
static void STONE_ELEMENTAL(Monster&m,float fElapsedTime,std::string strategy);
static void ZEPHY(Monster&m,float fElapsedTime,std::string strategy);
static void MAJOR_HAWK(Monster&m,float fElapsedTime,std::string strategy);
static void DONOTHING(Monster&m,float fElapsedTime,std::string strategy);
};
bool bumpedIntoTerrain=false; //Gets set to true before a strategy executes if the monster runs into some terrain on this frame.

@ -62,6 +62,8 @@ void Monster::InitializeStrategies(){
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();

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 2
#define VERSION_PATCH 0
#define VERSION_BUILD 9352
#define VERSION_BUILD 9353
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -0,0 +1,52 @@
#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 "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "BulletTypes.h"
#include "util.h"
INCLUDE_game
INCLUDE_BULLET_LIST
using A=Attribute;
void Monster::STRATEGY::ZEPHY(Monster&m,float fElapsedTime,std::string strategy){
}

@ -763,4 +763,16 @@ MonsterStrategy
{
}
Major Hawk
{
# The Major Hawk strategy does everything the normal Hawk strategy does
# But is tuned such that when it's the only one spawned it gains a more aggressive pattern.
# The name of the monster to count for aggressive check.
Aggressive Name Check = Major Hawk
# Number of Major Hawks on the field to start using "aggressive" tactics.
Aggressive Hawk Count = 1
Flight Charge Cooldown = 3s
}
}

@ -818,6 +818,113 @@ Monsters
Death Sound = Slime Dead
Walk Sound = Slime Walk
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
}
Major Hawk
{
Health = 520
Attack = 31
CollisionDmg = 31
MoveSpd = 220%
Size = 120%
XP = 5
Strategy = Major Hawk
###################################
##### BEGIN HAWK PROPERTY OVERRIDES
################################### - Required since the Major Hawk strategy is an add-on.
Wing Flap Frequency = 0.8s
# Amount of Z (in pixels) the Hawk flies at.
Flight Height = 48px
# Amount of Z (in pixels) higher or lower the Hawk chooses to fly at.
Flight Height Variance = 8px
# 0-X% application of a slowdown debuff to vary the speeds of each Hawk.
Flight Speed Variance = 20%
# How far from the player the Hawk circles around.
Flight Distance = 240px
Flight Oscillation Amount = 1.5px
# Dropdown/Rising speed in pixels per second while attacking.
Attack Z Speed = 160px/s
Flight Charge Cooldown = 8s
Attack Wait Time = 1s
#################################
##### END HAWK PROPERTY OVERRIDES
#################################
#Size of each animation frame
SheetFrameSize = 32,32
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
4-Way Spritesheet = True
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# Animations must be defined in the same order as they are in their sprite sheets
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
IDLE = 1, 0.6, Repeat
JUMP = 4, 0.2, Repeat
ATTACKING = 2, 0.2, Repeat
DEATH = 3, 0.15, OneShot
ATTACK = 4, 0.1, Repeat
}
Ignore Collisions = True
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Wing Flap
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
}
Zephy, King of Birds
{
Health = 7000
Attack = 48
CollisionDmg = 48
MoveSpd = 180%
Size = 400%
XP = 5
Strategy = Zephy
#Size of each animation frame
SheetFrameSize = 32,32
# Setting this to true means every four rows indicates one animation, the ordering of the directions is: NORTH, EAST, SOUTH, WEST
4-Way Spritesheet = True
Animations
{
# Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
# Animations must be defined in the same order as they are in their sprite sheets
# The First Four animations must represent a standing, walking, attack, and death animation. Their names are up to the creator.
IDLE = 1, 0.6, Repeat
JUMP = 4, 0.2, Repeat
ATTACKING = 2, 0.2, Repeat
DEATH = 3, 0.15, OneShot
ATTACK = 4, 0.1, Repeat
}
Ignore Collisions = True
Hurt Sound = Monster Hurt
Death Sound = Slime Dead
Walk Sound = Wing Flap
# Drop Item Name, Drop Percentage(0-100%), Drop Min Quantity, Drop Max Quantity
# DROP[0] = Ring of the Bear,100%,1,1
}

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