#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona 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 "MonsterStrategyHelpers.h" #include "util.h" #include "AdventuresInLestoria.h" #include "SoundEffect.h" #include "BulletTypes.h" using A=Attribute; INCLUDE_game void Monster::STRATEGY::PIRATE_MARAUDER(Monster&m,float fElapsedTime,std::string strategy){ enum PhaseName{ INIT, MOVE, WINDUP, RECOVERY, LEAP, PREPARE_WHIRLWIND, WHIRLWIND, }; switch(PHASE()){ case INIT:{ m.F(A::CHASE_TIMER)=ConfigFloat("Ability Choose Timer"); SETPHASE(MOVE); }break; case MOVE:{ float distToPlayer=m.GetDistanceFrom(game->GetPlayer()->GetPos()); m.F(A::CHASE_TIMER)-=fElapsedTime; if(m.F(A::CHASE_TIMER)<=0.f){ m.I(A::ABILITY_COUNT)++; m.F(A::CHASE_TIMER)=ConfigFloat("Ability Choose Timer"); } if(m.I(A::ABILITY_COUNT)>0){ float roll{util::random_range(0.f,100.f)}; float distanceToPlayer{util::distance(m.GetPos(),game->GetPlayer()->GetPos())}; std::pairjumpAttackRollRange{0.f,ConfigFloat("Jump Attack Chance")}; std::pairwhirlwindAttackRollRange{jumpAttackRollRange.second,jumpAttackRollRange.second+ConfigFloat("Whirlwind Attack Chance")}; if(roll=ConfigFloatArr("Jump Attack Ranges",0)/100.f*24.f&&distanceToPlayer<=ConfigFloatArr("Jump Attack Ranges",1)/100.f*24.f){ SETPHASE(LEAP); m.V(A::JUMP_TARGET_POS)=game->GetPlayer()->GetPos(); m.I(A::ABILITY_COUNT)--; const float impactArea{ConfigFloat("Jump Attack Impact Area")}; m.SetStrategyDrawFunction([impactArea](AiL*game,Monster&monster,const std::string&strategy){ game->view.DrawRotatedDecal(monster.V(A::JUMP_TARGET_POS),GFX["range_indicator.png"].Decal(),0.f,GFX["range_indicator.png"].Sprite()->Size()/2.f,vf2d{1,1}*(impactArea/100.f),{255,0,0,96}); }); m.F(A::JUMP_MOVE_TO_TARGET_TIMER)=0.f; m.V(A::PREV_POS)=m.GetPos(); m.PerformAnimation("LEAPING",m.V(A::JUMP_TARGET_POS)); break; }else if(roll>=whirlwindAttackRollRange.first&&roll=ConfigFloatArr("Whirlwind Attack Ranges",0)/100.f*24.f&&distanceToPlayer<=ConfigFloatArr("Whirlwind Attack Ranges",1)/100.f*24.f){ SETPHASE(PREPARE_WHIRLWIND); m.I(A::ABILITY_COUNT)--; vf2d aimingTarget{game->GetPlayer()->GetPos()}; if(aimingTarget==m.GetPos()){ //Handle edge case. aimingTarget=m.GetPos()+vf2d{1.f,util::random(2*PI)}.cart(); } m.V(A::PATH_DIR)=util::pointTo(m.GetPos(),aimingTarget); m.PerformAnimation("SPIN",m.V(A::LOCKON_POS)); m.F(A::CASTING_TIMER)=ConfigFloat("Whirlwind Chargeup Time"); m.AddBuff(BuffType::SPEEDBOOST,ConfigFloat("Whirlwind Spin Time"),ConfigFloat("Whirlwind Bonus Movespd")/100.f); break; } } NormalBehavior: if(distToPlayer>ConfigFloat("Attack Spacing")/100.f*24){ RUN_TOWARDS(m,fElapsedTime,"Run Towards"); }else{ SETPHASE(WINDUP); m.F(A::CASTING_TIMER)=ConfigFloat("Slash Windup Time"); m.PerformAnimation("SLASH",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos())); } }break; case WINDUP:{ m.F(A::CASTING_TIMER)-=fElapsedTime; if(m.F(A::CASTING_TIMER)<=0){ SETPHASE(RECOVERY); vf2d slashTarget=game->GetPlayer()->GetPos(); m.PerformAnimation("SLASHING",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos())); CreateBullet(DaggerSlash)(m,ConfigString("Dagger Slash Image"),ConfigFloat("Dagger Hit Radius"),m.GetAttack(),ConfigFloat("Dagger Slash Knockback"),m.OnUpperLevel(),m.GetFacingDirectionToTarget(slashTarget),ConfigFloat("Dagger Frame Duration"),ConfigFloat("Dagger Slash Distance"))EndBullet; m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration(); m.F(A::RECOVERY_TIME)=ConfigFloat("Attack Recovery Time"); } }break; case RECOVERY:{ m.F(A::CASTING_TIMER)-=fElapsedTime; m.F(A::RECOVERY_TIME)-=fElapsedTime; if(m.F(A::CASTING_TIMER)<=0){m.PerformIdleAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));} if(m.F(A::RECOVERY_TIME)<=0)SETPHASE(MOVE); }break; case LEAP:{ m.F(A::JUMP_MOVE_TO_TARGET_TIMER)+=fElapsedTime; const float halfJumpTime{ConfigFloat("Jump Attack Duration")/2.f}; if(m.F(A::JUMP_MOVE_TO_TARGET_TIMER)=ConfigFloat("Jump Attack Duration")){ SoundEffect::PlaySFX("Leap Land",m.GetPos()); game->Hurt(m.GetPos(),ConfigFloat("Jump Attack Impact Area")/100.f*24.f,m.GetAttack(),m.OnUpperLevel(),m.GetZ(),HurtType::PLAYER); game->ProximityKnockback(m.GetPos(),ConfigFloat("Jump Attack Impact Area")/100.f*24.f,ConfigFloat("Jump Attack Knockback Amount"),HurtType::MONSTER|HurtType::PLAYER); m.SetZ(0.f); m.SetPos(m.V(A::JUMP_TARGET_POS)); SETPHASE(MOVE); m.PerformIdleAnimation(); m.SetStrategyDrawFunction([](AiL*game,Monster&monster,const std::string&strategy){}); } }break; case PREPARE_WHIRLWIND:{ m.F(A::CASTING_TIMER)-=fElapsedTime; if(m.F(A::CASTING_TIMER)<=0.f){ SETPHASE(WHIRLWIND); m.F(A::CHASE_TIMER)=0.f; m.PerformAnimation("SPINNING"); } }break; case WHIRLWIND:{ m.F(A::CHASE_TIMER)+=fElapsedTime; if(m.F(A::CHASE_TIMER)>=ConfigFloat("Whirlwind Spin Time")){ SETPHASE(MOVE); m.PerformIdleAnimation(); } m.MoveForward(m.V(A::PATH_DIR),fElapsedTime); const HurtList hurtTargets{game->Hurt(m.GetPos(),ConfigFloat("Whirlwind Radius")/100.f*24.f,m.GetAttack(),m.OnUpperLevel(),m.GetZ(),HurtType::PLAYER)}; for(auto&[target,isHurt]:hurtTargets){ if(std::holds_alternative(target)){ (std::get(target))->ApplyIframes(0.5f); }else ERR("WARNING! Somehow ended up with a non-player entity for whirlwind damage check! THIS SHOULD NOT BE HAPPENING!") } game->ProximityKnockback(m.GetPos(),ConfigFloat("Whirlwind Radius")/100.f*24.f,ConfigFloat("Whirlwind Knockback Amount"),HurtType::MONSTER|HurtType::PLAYER); }break; } }