Goblin Dagger AI basic behaviors implemented. Release Build 9027.
This commit is contained in:
parent
e294c56c32
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7320fe9348
@ -309,6 +309,10 @@
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<ClInclude Include="AdventuresInLestoria.h" />
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<ClInclude Include="DamageNumber.h" />
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<ClInclude Include="DEFINES.h" />
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<ClInclude Include="Direction.h">
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="discord-files\achievement_manager.h" />
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<ClInclude Include="discord-files\activity_manager.h" />
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<ClInclude Include="discord-files\application_manager.h" />
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@ -700,6 +704,7 @@
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</SubType>
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</ClCompile>
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<ClCompile Include="GameState.cpp" />
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<ClCompile Include="Goblin_Dagger.cpp" />
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<ClCompile Include="InputHelper.cpp">
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<SubType>
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</SubType>
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@ -59,7 +59,7 @@ void Monster::STRATEGY::BOAR(Monster&m,float fElapsedTime,std::string strategy){
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switch(m.phase){
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case PhaseName::MOVE:{
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float distToPlayer=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).length();
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float distToPlayer=m.GetDistanceFrom(game->GetPlayer()->GetPos());
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if(m.canMove&&distToPlayer>=ConfigInt("Closein Range")/100.f*24){
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m.RemoveBuff(BuffType::SELF_INFLICTED_SLOWDOWN);
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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45
Adventures in Lestoria/Direction.h
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45
Adventures in Lestoria/Direction.h
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@ -0,0 +1,45 @@
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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 © 2024 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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#pragma once
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enum class Direction{
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NORTH,
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EAST,
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SOUTH,
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WEST
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};
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123
Adventures in Lestoria/Goblin_Dagger.cpp
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123
Adventures in Lestoria/Goblin_Dagger.cpp
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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 © 2024 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 "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Monster.h"
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#include "MonsterStrategyHelpers.h"
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/*
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Attack Strategie:
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Runs infront of player,
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short preparation for attack (~0.3 - 0.5 secs depending what looks better animation wise)
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and either slashes with the dagger or stabs with it.
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1 sec of idle before loop repeats
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*/
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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using A=Attribute;
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void Monster::STRATEGY::GOBLIN_DAGGER(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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MOVE,
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WINDUP,
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RECOVERY,
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};
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enum AttackType{
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STAB,
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SLASH
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};
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enum class ANIMATION_OFFSET{
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STAB_WINDUP_ANIMATION=0,
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STAB_ANIMATION=4,
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SLASH_WINDUP_ANIMATION=8,
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SLASH_ANIMATION=12,
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IDLE_ANIMATION=16,
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};
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auto SetFacingAnimation=[&](ANIMATION_OFFSET animation,vf2d target){
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m.PerformOtherAnimation(int(animation)+int(m.GetFacingDirectionToTarget(target)));
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};
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using enum ANIMATION_OFFSET;
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switch(m.phase){
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case MOVE:{
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float distToPlayer=m.GetDistanceFrom(game->GetPlayer()->GetPos());
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if(distToPlayer>ConfigFloat("Attack Spacing")/100.f*24){
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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}else{
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m.phase=WINDUP;
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m.I(A::ATTACK_TYPE)=STAB; //TODO: Choose randomly between stab or slash.
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m.F(A::CASTING_TIMER)=ConfigFloat("Stab Windup Time");
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switch(m.I(A::ATTACK_TYPE)){
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case STAB:{
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SetFacingAnimation(STAB_WINDUP_ANIMATION,game->GetPlayer()->GetPos());
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}break;
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case SLASH:{
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SetFacingAnimation(SLASH_WINDUP_ANIMATION,game->GetPlayer()->GetPos());
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}break;
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default:ERR(std::format("WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING!",m.I(A::ATTACK_TYPE)));
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}
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}
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}break;
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case WINDUP:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0){
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m.phase=RECOVERY;
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switch(m.I(A::ATTACK_TYPE)){
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case STAB:{
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SetFacingAnimation(STAB_ANIMATION,game->GetPlayer()->GetPos());
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}break;
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case SLASH:{
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SetFacingAnimation(SLASH_ANIMATION,game->GetPlayer()->GetPos());
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}break;
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default:ERR(std::format("WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING!",m.I(A::ATTACK_TYPE)));
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}
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m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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m.F(A::RECOVERY_TIME)=ConfigFloat("Attack Recovery Time");
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}
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}break;
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case RECOVERY:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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m.F(A::RECOVERY_TIME)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0){SetFacingAnimation(IDLE_ANIMATION,game->GetPlayer()->GetPos());}
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if(m.F(A::RECOVERY_TIME)<=0)m.phase=MOVE;
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}break;
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}
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}
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@ -872,3 +872,18 @@ const bool Monster::HasLineOfSight(vf2d targetPos)const{
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}
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return hasLoS;
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}
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const float Monster::GetDistanceFrom(vf2d target)const{
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return geom2d::line<float>(GetPos(),target).length();
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}
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const Direction Monster::GetFacingDirectionToTarget(vf2d target)const{
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float targetDirection=util::angleTo(GetPos(),target);
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LOG(targetDirection<<std::endl);
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if(targetDirection<=PI/4&&targetDirection>-PI/4)return Direction::EAST;
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else if(targetDirection>=3*PI/4||targetDirection<-3*PI/4)return Direction::WEST;
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else if(targetDirection<=3*PI/4&&targetDirection>PI/4)return Direction::SOUTH;
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else if(targetDirection>=-3*PI/4&&targetDirection<-PI/4)return Direction::NORTH;
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ERR(std::format("WARNING! Target direction {} did not result in a proper facing direction!! THIS SHOULD NOT BE HAPPENING!",targetDirection));
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}
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@ -47,6 +47,7 @@ All rights reserved.
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#include "GameEvent.h"
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#include "TMXParser.h"
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#include "MonsterData.h"
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#include "Direction.h"
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INCLUDE_ITEM_DATA
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@ -147,6 +148,8 @@ public:
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const float GetCollisionDamage()const;
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const bool IsNPC()const;
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const bool HasLineOfSight(vf2d targetPos)const;
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const float GetDistanceFrom(vf2d target)const;
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const Direction GetFacingDirectionToTarget(vf2d target)const;
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private:
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std::string name;
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vf2d pos;
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@ -230,6 +233,7 @@ private:
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static void URSULE(Monster&m,float fElapsedTime,std::string strategy);
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static void NPC(Monster&m,float fElapsedTime,std::string strategy);
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static void BOAR(Monster&m,float fElapsedTime,std::string strategy);
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static void GOBLIN_DAGGER(Monster&m,float fElapsedTime,std::string strategy);
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};
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bool bumpedIntoTerrain=false; //Gets set to true before a strategy executes if the monster runs into some terrain on this frame.
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bool attackedByPlayer=false; //Gets set to true before a strategy executes if the monster has been attacked by the player.
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@ -107,4 +107,5 @@ enum class Attribute{
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LAST_JUMP_TIMER,
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INITIALIZED,
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JUMP_MOVE_TO_TARGET_TIMER,
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ATTACK_TYPE,
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};
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STRATEGY_DATA.insert("Ursule",Monster::STRATEGY::URSULE);
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STRATEGY_DATA.insert("NPC",Monster::STRATEGY::NPC);
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STRATEGY_DATA.insert("Boar",Monster::STRATEGY::BOAR);
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STRATEGY_DATA.insert("Goblin Dagger",Monster::STRATEGY::GOBLIN_DAGGER);
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STRATEGY_DATA.SetInitialized();
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}
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_BUILD 9021
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#define VERSION_BUILD 9027
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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<?xml version="1.0" encoding="UTF-8"?>
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<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="16">
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<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="17">
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<properties>
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<property name="Backdrop" propertytype="Backdrop" value="None"/>
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<property name="Background Music" propertytype="BGM" value="foresty1_1"/>
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@ -1886,5 +1886,10 @@
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<object id="15" name="Spawn Group 1" type="SpawnGroup" x="4439" y="7869" width="496" height="424">
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<ellipse/>
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</object>
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<object id="16" template="../maps/Monsters/Goblin (Dagger).tx" x="4599" y="8065">
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<properties>
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<property name="spawner" type="object" value="15"/>
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</properties>
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</object>
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</objectgroup>
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</map>
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@ -552,4 +552,15 @@ MonsterStrategy
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Charge Knockback Amount = 140
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}
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Goblin Dagger
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{
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# Distance from player to run to before swinging weapon.
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Attack Spacing = 50
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# Stab Attack windup time
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Stab Windup Time = 0.3s
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# Amount of time where nothing happens after an attack.
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Attack Recovery Time = 1.0s
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}
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}
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@ -494,7 +494,10 @@ Monsters
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XP = 14
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Strategy = Run Towards
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Strategy = Goblin Dagger
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# Wait time override for Run Towards strategy.
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WaitTime = 0
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#Size of each animation frame
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SheetFrameSize = 24,24
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@ -515,7 +518,46 @@ Monsters
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#Additional custom animations go down below. Start with ANIMATION[0] Order is:
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# File name, Frame Count, Frame Speed (s), Frame Cycling (Repeat,OneShot,PingPong,Reverse)
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# NOTE: ANIMATION[0] will always be row 5 of an animation sheet, all numbers that follow are each below each other.
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# ANIMATION[0] = 1, 0.1, OneShot
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# Up Stab Windup
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ANIMATION[0] = 1, 0.1, OneShot
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# Right Stab Windup
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ANIMATION[1] = 1, 0.1, OneShot
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# Down Stab Windup
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ANIMATION[2] = 1, 0.1, OneShot
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# Left Stab Windup
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ANIMATION[3] = 1, 0.1, OneShot
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# Up Stab
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ANIMATION[4] = 2, 0.1, PingPong
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# Right Stab
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ANIMATION[5] = 2, 0.1, PingPong
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# Down Stab
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ANIMATION[6] = 2, 0.1, PingPong
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# Left Stab
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ANIMATION[7] = 2, 0.1, PingPong
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# Up Slash Windup
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ANIMATION[8] = 1, 0.1, OneShot
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# Right Slash Windup
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ANIMATION[9] = 1, 0.1, OneShot
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# Down Slash Windup
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ANIMATION[10] = 1, 0.1, OneShot
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# Left Slash Windup
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ANIMATION[11] = 1, 0.1, OneShot
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# Up Slash
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ANIMATION[12] = 2, 0.1, PingPong
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# Right Slash
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ANIMATION[13] = 2, 0.1, PingPong
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# Down Slash
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ANIMATION[14] = 2, 0.1, PingPong
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# Left Slash
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ANIMATION[15] = 2, 0.1, PingPong
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# Up Idle
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ANIMATION[16] = 1, 0.1, PingPong
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# Right Idle
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ANIMATION[17] = 1, 0.1, PingPong
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# Down Idle
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ANIMATION[18] = 1, 0.1, PingPong
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# Left Idle
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ANIMATION[19] = 1, 0.1, PingPong
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}
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Goblin (Bow)
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{
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Adventures in Lestoria/assets/monsters/Goblin (Dagger).xcf
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Adventures in Lestoria/assets/monsters/Goblin (Dagger).xcf
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