#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 "AdventuresInLestoria.h" #include "DEFINES.h" #include "Monster.h" #include "MonsterStrategyHelpers.h" #include "BulletTypes.h" #include "util.h" INCLUDE_game INCLUDE_MONSTER_DATA INCLUDE_WINDOW_SIZE INCLUDE_GFX INCLUDE_BULLET_LIST using A=Attribute; void Monster::STRATEGY::ZEPHY(Monster&m,float fElapsedTime,std::string strategy){ enum Phase{ INITIALIZE, IDLE, ATTACK_RESET, FLY_ACROSS_PREPARE, FLY_ACROSS, TORNADO_ATTACK_PREPARE, TORNADO_ATTACK, WIND_ATTACK_FLY, WIND_ATTACK_LAND, WIND_ATTACK, HALFHEALTH_PREPARE_PHASE, HALFHEALTH_PHASE, }; enum class AttackChoice{ RIGHT, LEFT }; if(PHASE()!=HALFHEALTH_PHASE)m.F(A::SPAWNER_TIMER)-=fElapsedTime; if(m.F(A::SPAWNER_TIMER)<=0.f){ const float randomDir=util::random(2*PI); game->SpawnMonster(m.GetPos()+vf2d{ConfigFloat("Basic Hawk Spawn Radius"),randomDir}.cart(),MONSTER_DATA.at("Hawk_NOXP"),m.OnUpperLevel(),true); m.F(A::SPAWNER_TIMER)=ConfigFloat("Basic Hawk Spawn Time"); } #pragma region Flying Hover Effect if(m.F(A::TARGET_FLYING_HEIGHT)==0.f)m.SetZ(std::max(m.F(A::FLYING_HEIGHT),0.f)); else m.SetZ(std::max(float(m.F(A::FLYING_HEIGHT)+ConfigFloat("Flight Oscillation Amount")*sin((PI*m.TimeSpentAlive())/1.5f)),0.f)); #pragma endregion if(m.F(A::FLYING_HEIGHT)-ConfigFloat("Flight Oscillation Amount"))m.F(A::FLYING_HEIGHT)=std::max(-ConfigFloat("Flight Oscillation Amount"),m.F(A::FLYING_HEIGHT)-ConfigPixels("Fly Rise/Fall Speed")*fElapsedTime); switch(PHASE()){ case INITIALIZE:{ m.F(A::SPAWNER_TIMER)=ConfigFloat("Basic Hawk Spawn Time"); SETPHASE(IDLE); game->SetOverlay(ConfigString("Wind Attack.Wind Overlay Sprite"),ConfigPixel("Wind Attack.Wind Overlay Color")); game->GetOverlay().Disable(); Audio::SetAudioEvent("Default Volume"); //Begin playing regular music. m.SetStrategyDeathFunction([&](GameEvent&ev,Monster&m,const std::string&strategy){ game->SetWindSpeed({}); game->GetOverlay().Disable(); std::for_each(BULLET_LIST.begin(),BULLET_LIST.end(),[](const std::unique_ptr&bullet){ if(!bullet->friendly){ //Forces all bullets at the end of a fight for the boss to be completely nullified. bullet->fadeOutTime=0.5f; } }); return true; }); m.I(A::PREVIOUS_PHASE)=-1; }break; case IDLE:{ #pragma region Mid Phase Check if(m.GetHealthRatio()<=ConfigFloat("Mid Phase Health Transition %")/100.f&&!m.B(A::MID_PHASE)){ m.B(A::MID_PHASE)=true; SETPHASE(HALFHEALTH_PREPARE_PHASE); m.F(A::TARGET_FLYING_HEIGHT)=50.f; m.target=ConfigVec("Mid Phase.Pillar Position"); for(int i=0;iSpawnMonster(spawnPos,MONSTER_DATA.at("Hawk_NOXP"),m.OnUpperLevel(),true); } for(int i=0;iSpawnMonster(spawnPos,MONSTER_DATA.at("Major Hawk"),m.OnUpperLevel(),true); } break; //An early break to not perform an attack. } #pragma endregion int randomAttackChoice; do randomAttackChoice=util::random()%3; while(randomAttackChoice==m.I(A::PREVIOUS_PHASE)); m.I(A::PREVIOUS_PHASE)=randomAttackChoice; switch(randomAttackChoice){ case 0:{ m.I(A::ATTACK_CHOICE)=util::random()%2; const bool RightDirectionChosen=m.I(A::ATTACK_CHOICE)==int(AttackChoice::RIGHT); if(RightDirectionChosen)m.target=ConfigVec("Fly Across Attack.Right Edge Start Pos"); else m.target=ConfigVec("Fly Across Attack.Left Edge Start Pos"); SETPHASE(FLY_ACROSS_PREPARE); }break; case 1:{ SETPHASE(TORNADO_ATTACK_PREPARE); m.target=ConfigVec("Tornado Attack.Landing Area"); }break; case 2:{ SETPHASE(WIND_ATTACK_FLY); m.F(A::TARGET_FLYING_HEIGHT)=ConfigPixels("Wind Attack.Fly Up Height"); const bool LeftLandingSite=m.I(A::ATTACK_CHOICE)=util::random()%2; if(LeftLandingSite)m.target=ConfigVec("Wind Attack.Left Landing Site"); else m.target=ConfigVec("Wind Attack.Right Landing Site"); }break; } }break; case FLY_ACROSS_PREPARE:{ m.targetAcquireTimer=20.f; RUN_TOWARDS(m,fElapsedTime,"Run Towards"); if(m.ReachedTargetPos()){ const bool RightDirectionChosen=m.I(A::ATTACK_CHOICE)==int(AttackChoice::RIGHT); //We're choosing the opposite side of the field to direct the boss towards for this attack. if(RightDirectionChosen)m.target=ConfigVec("Fly Across Attack.Left Edge Start Pos"); else m.target=ConfigVec("Fly Across Attack.Right Edge Start Pos"); SETPHASE(FLY_ACROSS); m.AddBuff(BuffType::SPEEDBOOST,INFINITY,ConfigFloat("Fly Across Attack.Move Speed Multiplier")-1.f); } }break; case FLY_ACROSS:{ m.targetAcquireTimer=20.f; RUN_TOWARDS(m,fElapsedTime,"Run Towards"); m.F(A::SHOOT_TIMER)-=fElapsedTime; if(m.F(A::SHOOT_TIMER)<=0.f){ CreateBullet(Bullet)(m.GetPos(),vf2d{0.f,ConfigFloat("Fly Across Attack.Attack Y Speed")},4,ConfigInt("Fly Across Attack.Poop Damage"),"birdpoop.png",m.OnUpperLevel(),false,INFINITY,false,false,WHITE,vf2d{1.f,1.25f})EndBullet; BULLET_LIST.back()->SetIframeTimeOnHit(0.25f); const int extraPoopBitsCount=util::random()%6; for(int i=0;iSetIframeTimeOnHit(0.25f); } m.F(A::SHOOT_TIMER)=ConfigFloat("Fly Across Attack.Attack Frequency"); } if(m.ReachedTargetPos()){ SETPHASE(IDLE); m.RemoveBuff(BuffType::SPEEDBOOST); m.targetAcquireTimer=0.f; } }break; case TORNADO_ATTACK_PREPARE:{ m.targetAcquireTimer=20.f; RUN_TOWARDS(m,fElapsedTime,"Run Towards"); if(m.ReachedTargetPos()){ SETPHASE(TORNADO_ATTACK); m.PerformAnimation("ATTACK",Direction::SOUTH); m.targetAcquireTimer=0.f; m.F(A::CASTING_TIMER)=ConfigFloat("Tornado Attack.Attack Duration"); const int tornadoRingCount=Config("Tornado Attack.Tornados").GetKeys().size(); for(int tornadoRingId=1;tornadoRingId<=tornadoRingCount;tornadoRingId++){ //From strategy documentation: //# For each Ring: Distance from Boss in Units, # of tornados, Rotation Speed (degrees/sec). const float tornadoDistance=ConfigPixelsArr(std::format("Tornado Attack.Tornados.Ring {}",tornadoRingId),0); const int tornadoCount=ConfigIntArr(std::format("Tornado Attack.Tornados.Ring {}",tornadoRingId),1); const float tornadoRotSpd=util::degToRad(ConfigFloatArr(std::format("Tornado Attack.Tornados.Ring {}",tornadoRingId),2)); //It's in degrees, let's convert it to radians now. const float randomRotDir=util::random(2*PI); for(int tornadoCounter=0;tornadoCounterSetFadeinTime(ConfigFloat("Tornado Attack.Tornado Fade-In Time")); } } } }break; case TORNADO_ATTACK:{ m.F(A::CASTING_TIMER)-=fElapsedTime; if(m.F(A::CASTING_TIMER)<=0.f)SETPHASE(IDLE); }break; case WIND_ATTACK_FLY:{ m.targetAcquireTimer=20.f; RUN_TOWARDS(m,fElapsedTime,"Run Towards"); if(m.ReachedTargetPos()){ SETPHASE(WIND_ATTACK_LAND); m.F(A::TARGET_FLYING_HEIGHT)=0.f; } }break; case WIND_ATTACK_LAND:{ if(m.GetZ()==0.f){ SETPHASE(WIND_ATTACK); game->GetOverlay().Enable(); m.F(A::CASTING_TIMER)=ConfigFloat("Wind Attack.Wind Duration"); m.F(A::WIND_STRENGTH)=ConfigFloat("Wind Attack.Wind Starting Strength")/100.f; m.F(A::WIND_PHASE_TIMER)=ConfigFloat("Wind Attack.Wind Increase Phase Wait Time"); m.F(A::SHOOT_TIMER)=ConfigFloat("Wind Attack.Wind Projectile Spawn Rate"); } }break; case WIND_ATTACK:{ m.F(A::CASTING_TIMER)-=fElapsedTime; m.F(A::WIND_PHASE_TIMER)-=fElapsedTime; m.F(A::SHOOT_TIMER)-=fElapsedTime; const bool OnLeftLandingSite=m.I(A::ATTACK_CHOICE); if(OnLeftLandingSite)m.PerformAnimation("ATTACK",Direction::EAST); else m.PerformAnimation("ATTACK",Direction::WEST); #pragma region Wind Streak Effect m.F(A::ENVIRONMENT_TIMER)-=fElapsedTime; //Assuming facing right / on left landing site for initial values. if(m.F(A::ENVIRONMENT_TIMER)<=0.f){ const bool spawnOnTopOfScreen=util::random()%2; float windStreakYPos=util::random(WINDOW_SIZE.y/4.f); if(!spawnOnTopOfScreen)windStreakYPos=WINDOW_SIZE.y-windStreakYPos; vf2d randomScreenOffset={util::random(WINDOW_SIZE.x/2.f),windStreakYPos}; vf2d randomSpeed=vf2d{util::random_range(ConfigFloatArr("Wind Attack.Wind Streak X Speed Range",0),ConfigFloatArr("Wind Attack.Wind Streak X Speed Range",1)),util::random_range(ConfigFloatArr("Wind Attack.Wind Streak Y Speed Range",0),ConfigFloatArr("Wind Attack.Wind Streak Y Speed Range",1))}; float randomLifetime=util::random_range(ConfigFloatArr("Wind Attack.Wind Streak Lifetime Range",0),ConfigFloatArr("Wind Attack.Wind Streak Lifetime Range",1)); if(!OnLeftLandingSite){ randomScreenOffset.x+=WINDOW_SIZE.x/2.f; randomSpeed*=-1.f; } const uint8_t randomColAmt=util::random()%256; const uint8_t randomAlpha=util::random()%256; const std::string windImageChoice=util::random()%2?"wind1.png":"wind2.png"; const bool positiveWindRotation=util::random()%2; float windRotationSpd=util::random(util::degToRad(15.f)); if(!positiveWindRotation)windRotationSpd*=-1; game->AddEffect(std::make_unique(randomScreenOffset,randomLifetime,windImageChoice,m.OnUpperLevel(),vf2d{1.f,1.f}*(util::random_range(0.25f,1.f)),1.f,randomSpeed,Pixel{randomColAmt,randomColAmt,randomColAmt,randomAlpha},util::random(2*PI),windRotationSpd,true)); m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Wind Attack.Wind Streak Spawn Rate"); } #pragma endregion if(m.F(A::WIND_STRENGTH)SetWindSpeed(windSpd); #pragma endregion if(m.F(A::CASTING_TIMER)<=0.f){ SETPHASE(IDLE); game->GetOverlay().Disable(); game->SetWindSpeed({}); } if(m.F(A::SHOOT_TIMER)<=0.f){ vf2d debrisSpawningOffset={-200.f,util::random(WINDOW_SIZE.y)-WINDOW_SIZE.y/2.f}; //Assume left landing site. if(!LeftLandingSite)debrisSpawningOffset*=-1.f; vf2d debrisSpd={util::random_range(ConfigFloatArr("Wind Attack.Wind Projectile X Speed Range",0),ConfigFloatArr("Wind Attack.Wind Projectile X Speed Range",1)),util::random_range(ConfigFloatArr("Wind Attack.Wind Projectile Y Speed Range",0),ConfigFloatArr("Wind Attack.Wind Projectile Y Speed Range",1))}; if(!LeftLandingSite)debrisSpd*=-1.f; const float sizeMultiplier=util::random_range(0.75f,1.25f); CreateBullet(Debris)(m.GetPos()+debrisSpawningOffset,debrisSpd,ConfigInt("Wind Attack.Debris Damage"),ConfigFloat("Wind Attack.Debris Radius")*sizeMultiplier,ConfigFloat("Wind Attack.Debris Knockback Multiplier"),util::random_range(util::degToRad(-180.f),util::degToRad(180.f)),INFINITE,m.OnUpperLevel(),false,WHITE,vf2d{1.f,1.f}*sizeMultiplier)EndBullet; m.F(A::SHOOT_TIMER)=ConfigFloat("Wind Attack.Wind Projectile Spawn Rate"); } }break; case HALFHEALTH_PREPARE_PHASE:{ m.targetAcquireTimer=20.f; RUN_TOWARDS(m,fElapsedTime,"Run Towards"); if(m.ReachedTargetPos()){ m.F(A::TARGET_FLYING_HEIGHT)=0.f; const bool HasLandedOnGround=m.GetZ()==0.f; if(HasLandedOnGround){ SETPHASE(HALFHEALTH_PHASE); CreateBullet(LargeTornado)(ConfigVec("Mid Phase.Large Tornado Position"),ConfigPixels("Mid Phase.Large Tornado Suction"),ConfigFloat("Mid Phase.Large Tornado Knockup Duration"),ConfigFloat("Mid Phase.Large Tornado Knockback Amount"),ConfigInt("Mid Phase.Large Tornado Damage"),ConfigFloat("Mid Phase.Large Tornado Radius"),INFINITY,m.OnUpperLevel())EndBullet; BULLET_LIST.back()->SetFadeinTime(1.0f); m.F(A::SHOOT_TIMER)=2.f; } } }break; case HALFHEALTH_PHASE:{ m.F(A::SHOOT_TIMER)-=fElapsedTime; m.ApplyIframes(1.f); m.UpdateFacingDirection(Direction::SOUTH); m.PerformAnimation("ATTACK"); if(game->BossEncounterMobCount()==1){ SETPHASE(IDLE); std::for_each(BULLET_LIST.begin(),BULLET_LIST.end(),[](std::unique_ptr&bullet){ if(bullet->GetBulletType()==BulletType::LARGE_TORNADO){ bullet->fadeOutTime=1.f; }else if(bullet->GetBulletType()==BulletType::FEATHER){ bullet->fadeOutTime=0.25f; } }); game->SetWindSpeed({}); } if(m.F(A::SHOOT_TIMER)<=0.f){ const auto GetHighestFeatherRateFromConfig=[&](const uint8_t monsterAliveCount){ uint8_t highestMatch=0U; float featherRate=0.f; const auto featherRateKeys=Config("Mid Phase.Feather Spawn Rate").GetKeys(); std::for_each(featherRateKeys.begin(),featherRateKeys.end(),[&](const std::pair&data){ const int monsterCount=std::stoi(data.first); if(monsterAliveCount>=monsterCount&&monsterCount>highestMatch){ highestMatch=monsterCount; featherRate=1.f/ConfigFloat(std::format("Mid Phase.Feather Spawn Rate.{}",data.first)); } }); return featherRate; }; CreateBullet(Feather)(ConfigVec("Mid Phase.Large Tornado Position"),vf2d{ConfigPixels("Mid Phase.Feather Speed"),util::random(2*PI)}.cart(),ConfigFloat("Mid Phase.Feather Radius"),ConfigInt("Mid Phase.Feather Damage"),m.OnUpperLevel(),false,INFINITE,false,WHITE)EndBullet; m.F(A::SHOOT_TIMER)=GetHighestFeatherRateFromConfig(game->BossEncounterMobCount()-1); //Subtract one because we aren't counting the boss as part of this. } }break; } }