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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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|
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com> |
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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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}; |
@ -0,0 +1,123 @@ |
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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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|
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com> |
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|
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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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|
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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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|
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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 |
||||
be used to endorse or promote products derived from this software without specific |
||||
prior written permission. |
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|
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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 |
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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, |
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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 |
||||
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
||||
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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|
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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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