#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 © 2023 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include "Monster.h" #include "MonsterStrategyHelpers.h" #include "DEFINES.h" #include "AdventuresInLestoria.h" #include "util.h" #include "safemap.h" #include "Effect.h" #include "FallingDebris.h" #include "MonsterAttribute.h" #include "SoundEffect.h" INCLUDE_game INCLUDE_BULLET_LIST INCLUDE_ANIMATION_DATA INCLUDE_MONSTER_DATA using A=Attribute; void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,std::string strategy){ float bulletSpd=ConfigFloat("BulletSpd")/100*24; m.F(A::SHOOT_TIMER)=std::max(0.f,m.F(A::SHOOT_TIMER)-fElapsedTime); m.F(A::SHOOT_RING_TIMER)=std::max(0.f,m.F(A::SHOOT_RING_TIMER)-fElapsedTime); m.F(A::SHOOT_RING_DELAY)=std::max(0.f,m.F(A::SHOOT_RING_DELAY)-fElapsedTime); m.F(A::JUMP_LANDING_TIMER)=std::max(0.f,m.F(A::JUMP_LANDING_TIMER)-fElapsedTime); m.F(A::CASTING_TIMER)=std::max(0.f,m.F(A::CASTING_TIMER)-fElapsedTime); m.F(A::RUN_AWAY_TIMER)=std::max(0.f,m.F(A::RUN_AWAY_TIMER)-fElapsedTime); const auto ShootBulletRing=[&](float angleOffset){ int bulletCount=ConfigInt("Phase1.RingBulletCount"); for(int i=0;i(m.GetPos(),vf2d{cos(angle),sin(angle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6})); } SoundEffect::PlaySFX("Slime King Shoot",m.GetPos()); }; const auto Landed=[&ShootBulletRing,&m](int currentPhase){ if(currentPhase==1){ ShootBulletRing(m.F(A::SHOOT_RING_OFFSET)); } SoundEffect::PlaySFX("Slime King Land",m.GetPos()); }; const auto TransitionPhase=[&](int newPhase){ const int MAX_ATTEMPTS=100; //Maximum number of tries to find a valid location. Player*player=game->GetPlayer(); m.I(A::PATTERN_REPEAT_COUNT)=0; const auto PositionInRangeOfPlayer=[&player](vf2d&pos,float radius){ return geom2d::line(player->GetPos(),pos).length()<=player->GetSizeMult()*12*2+radius; }; const auto SpawnMonsterFromConfig=[&](int phase){ std::string spawnMonster=ConfigStringArr("Phase"+std::to_string(phase)+".MonsterSpawnOnChange",0); int spawnCount=ConfigIntArr("Phase"+std::to_string(phase)+".MonsterSpawnOnChange",1); for(int i=0;iSpawnMonster(spawnPos,MONSTER_DATA[spawnMonster]); } }; switch(newPhase){ case 2:{ SpawnMonsterFromConfig(2); }break; case 3:{ SpawnMonsterFromConfig(3); }break; case 4:{ SpawnMonsterFromConfig(4); }break; case 5:{ }break; } }; const auto StartJumpTowardsPlayer=[&](float jumpDuration,float recoveryTime,float jumpMoveSpd){ m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration; m.B(A::JUMP_TOWARDS_PLAYER)=true; m.F(A::RECOVERY_TIME)=recoveryTime; m.F(A::JUMP_MOVE_SPD)=jumpMoveSpd; m.SetState(State::JUMP); }; const auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime,float jumpMoveSpd){ m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration; m.V(A::JUMP_TARGET_POS)=targetPos; m.B(A::JUMP_TOWARDS_PLAYER)=false; m.F(A::RECOVERY_TIME)=recoveryTime; m.F(A::JUMP_MOVE_SPD)=jumpMoveSpd; m.SetState(State::JUMP); }; const auto Recovered=[&](){ switch(m.phase){ case 2:{ switch(m.I(A::JUMP_COUNT)){ case 1: case 2:{ //After the 1st and 2nd jumps we still have another jump to accomplish. m.I(A::JUMP_COUNT)++; float jumpTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0); float jumpSpd=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1); StartJumpTowardsPlayer(jumpTime,0.2f,jumpSpd); }break; default:{ m.PerformIdleAnimation(); m.SetState(State::NORMAL); } } }break; } }; if(m.F(A::RUN_AWAY_TIMER)>0){ Monster::STRATEGY::RUN_AWAY(m,fElapsedTime,"Run Away"); return; } if(m.GetState()==State::RECOVERY){ m.F(A::RECOVERY_TIME)=std::max(0.f,m.F(A::RECOVERY_TIME)-fElapsedTime); if(m.F(A::RECOVERY_TIME)==0){ m.SetState(State::NORMAL); Recovered(); } return; } if(m.GetState()==State::JUMP){ float jumpLandingTimerRatio=m.F(A::JUMP_LANDING_TIMER)/m.F(A::JUMP_ORIGINAL_LANDING_TIMER); vf2d jumpTargetPos=m.V(A::JUMP_TARGET_POS); if(m.B(A::JUMP_TOWARDS_PLAYER)){ jumpTargetPos=game->GetPlayer()->GetPos(); } if(m.GetPos().x>jumpTargetPos.x){ m.SetX(std::max(jumpTargetPos.x,m.GetPos().x-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); } else if(m.GetPos().xGetElapsedTime())); } if(m.GetPos().y>jumpTargetPos.y){ m.SetY(std::max(jumpTargetPos.y,m.GetPos().y-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime())); } else if(m.GetPos().yGetElapsedTime())); } if(m.F(A::JUMP_LANDING_TIMER)>=m.F(A::JUMP_ORIGINAL_LANDING_TIMER)/2){ m.SetZ(util::lerp(0,float(ConfigInt("JumpHeight")),1-jumpLandingTimerRatio)); }else{ m.SetZ(util::lerp(0,float(ConfigInt("JumpHeight")),jumpLandingTimerRatio*2)); } if(m.F(A::JUMP_LANDING_TIMER)==0){ m.state=State::RECOVERY; game->SetupWorldShake(0.6f); geom2d::linelineToPlayer(m.GetPos(),game->GetPlayer()->GetPos()); float dist=lineToPlayer.length(); for(int i=0;i<200;i++){ float randomDir=util::random(2*PI); game->AddEffect(std::make_unique(m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*m.GetSizeMult()*8,util::random(1),"circle.png",m.OnUpperLevel(),vf2d{1,1},0.5,vf2d{cos(randomDir)*util::random(5),sin(randomDir)*-util::random(15)-5}*30,BLACK),true); } if(dist<12*m.GetSizeMult()){ game->GetPlayer()->Hurt(ConfigInt("JumpAttackDamage"),m.OnUpperLevel(),m.GetZ()); if(dist<0.001){ float randomDir=util::random(2*PI); lineToPlayer={m.GetPos(),m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*1}; } game->GetPlayer()->Knockback(lineToPlayer.vector().norm()*float(ConfigInt("JumpKnockbackFactor"))); if(m.phase!=2){ //In phase 2, the player can get slammed multiple times. No iframes for messing up. game->GetPlayer()->SetIframes(1); } } m.SetZ(0); Landed(m.phase); m.SetStrategyDrawFunction([](AiL*game){}); } else if(m.F(A::JUMP_LANDING_TIMER)<=ConfigFloat("JumpWarningIndicatorTime")){ m.SetStrategyDrawFunction([&](AiL*game){ Decal*dec=ANIMATION_DATA["range_indicator.png"].GetFrame(game->GetElapsedTime()).GetSourceImage()->Decal(); game->view.DrawRotatedDecal(m.GetPos(),dec,0,dec->sprite->Size()/2,vf2d{m.GetSizeMult(),m.GetSizeMult()},RED); }); } return; } if(m.GetState()==State::CASTING){ m.UpdateAnimation("monsters/Slime King - Cast.png"); if(m.F(A::CASTING_TIMER)==0){ m.SetState(State::NORMAL); m.I(A::JUMP_COUNT)++; float jumpTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0); float jumpSpd=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1); StartJumpTowardsPlayer(jumpTime,0.2f,jumpSpd); } return; } switch(m.phase){ case 0:{ m.size=ConfigInt("Phase1.Size")/100.f; m.diesNormally=false; m.F(A::IFRAME_TIME_UPON_HIT)=0; m.iframe_timer=ConfigFloat("Phase5.IframeTimePerHit"); m.phase=ConfigInt("StartPhase"); }break; case 1:{ if(m.hp<=m.stats.A("Health")*ConfigFloat("Phase2.Change")/100){ m.phase=2; m.SetSize(ConfigFloat("Phase2.Size")/100,false); TransitionPhase(m.phase); return; } if(m.F(A::SHOOT_RING_TIMER)==0){ if(m.I(A::PATTERN_REPEAT_COUNT)>=ConfigInt("Phase1.JumpAfter")){ StartJumpTowardsPlayer(ConfigFloat("Phase1.AirborneTime"),ConfigFloat("Phase1.LandingRecoveryTime"),ConfigFloat("JumpMoveSpd")); m.I(A::PATTERN_REPEAT_COUNT)=0; return; } m.I(A::SHOOT_RING_COUNTER)=ConfigInt("Phase1.ShootRingCount")-1; m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay"); ShootBulletRing(m.F(A::SHOOT_RING_OFFSET)); m.F(A::SHOOT_RING_TIMER)=ConfigFloat("Phase1.ShootRepeatTime"); m.B(A::SHOOT_RING_RIGHT)=bool(util::random()%2); m.I(A::PATTERN_REPEAT_COUNT)++; } if(m.I(A::SHOOT_RING_COUNTER)>0){ if(m.F(A::SHOOT_RING_DELAY)==0){ m.I(A::SHOOT_RING_COUNTER)--; m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay"); if(m.B(A::SHOOT_RING_RIGHT)){ m.F(A::SHOOT_RING_OFFSET)+=util::degToRad(ConfigFloat("Phase1.RingOffset")); }else{ m.F(A::SHOOT_RING_OFFSET)-=util::degToRad(ConfigFloat("Phase1.RingOffset")); } ShootBulletRing(m.F(A::SHOOT_RING_OFFSET)); } } }break; case 2:{ if(m.hp<=m.stats.A("Health")*ConfigFloat("Phase3.Change")/100){ m.phase=3; m.SetSize(ConfigFloat("Phase3.Size")/100,false); TransitionPhase(m.phase); return; } if(m.F(A::SHOOT_TIMER)==0){ m.F(A::SHOOT_TIMER)=float(ConfigInt("Phase2.ShootRate")); m.I(A::PATTERN_REPEAT_COUNT)++; int bulletCount=ConfigInt("Phase2.ShootProjectileCount"); for(int i=0;iGetPlayer()->GetPos()); float angle=(i-(bulletCount/2))*util::degToRad(ConfigFloat("Phase2.ShootAngleSpread"))+initialAngle; BULLET_LIST.emplace_back(std::make_unique(m.GetPos(),vf2d{cos(angle),sin(angle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6})); } SoundEffect::PlaySFX("Slime King Shoot",m.GetPos()); } if(m.I(A::PATTERN_REPEAT_COUNT)>ConfigInt("Phase2.ShootCount")){ m.I(A::PATTERN_REPEAT_COUNT)=0; m.I(A::JUMP_COUNT)=0; m.F(A::CASTING_TIMER)=5; m.SetState(State::CASTING); } }break; case 3:{ if(m.hp<=m.stats.A("Health")*ConfigFloat("Phase4.Change")/100){ m.phase=4; m.SetSize(ConfigFloat("Phase4.Size")/100,false); m.AddBuff(BuffType::SLOWDOWN,99999,ConfigFloat("Phase4.MoveSpdModifier")/100); TransitionPhase(m.phase); return; } if(m.I(A::PATTERN_REPEAT_COUNT)==0){ StartJumpTowardsPlayer(ConfigFloat("Phase3.JumpDelayTime"),ConfigFloat("Phase3.JumpRecoveryTime"),ConfigFloat("Phase3.JumpMoveSpd")); m.I(A::PATTERN_REPEAT_COUNT)++; }else if(m.I(A::PATTERN_REPEAT_COUNT)<4&&m.F(A::SHOOT_TIMER)==0){ m.F(A::SHOOT_TIMER)=ConfigFloat("Phase3.ShootRate"); m.I(A::PATTERN_REPEAT_COUNT)++; int bulletCount=ConfigInt("Phase3.ShootProjectileCount"); for(int i=0;iGetPlayer()->GetPos()); float angle=(i-(bulletCount/2))*util::degToRad(ConfigFloat("Phase3.ShootAngleSpread"))+initialAngle; BULLET_LIST.emplace_back(std::make_unique(m.GetPos(),vf2d{cos(angle),sin(angle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6})); } SoundEffect::PlaySFX("Slime King Shoot",m.GetPos()); }else if(m.I(A::PATTERN_REPEAT_COUNT)>=4){ m.F(A::RECOVERY_TIME)=ConfigFloat("Phase3.PhaseRecoveryTime"); m.SetState(State::RECOVERY); m.I(A::PATTERN_REPEAT_COUNT)=0; } }break; case 4:{ if(m.hp<=1){ //HP can't reach 0 when the dies normally flag is on. m.phase=5; m.F(A::IFRAME_TIME_UPON_HIT)=1; m.I(A::HITS_UNTIL_DEATH)=int(m.GetSizeMult()*100/ConfigFloat("Phase5.SizeLossPerHit"))-1; TransitionPhase(m.phase); return; } if(m.I(A::PHASE_REPEAT_COUNT)>=5){ m.I(A::PHASE_REPEAT_COUNT)=0; float jumpAngle=util::angleTo(m.GetPos(),game->GetCurrentMapData().MapSize*game->GetCurrentMapData().tilewidth/2); //We jump towards the center to keep the player from constantly dealing with a stuck boss. float jumpDistance=ConfigFloat("Phase4.JumpDistance")/100*game->GetCurrentMapData().tilewidth; float jumpSpd=jumpDistance/ConfigFloat("Phase4.JumpDuration"); StartJump(ConfigFloat("Phase4.JumpDuration"),m.GetPos()+vf2d{cos(jumpAngle)*jumpDistance,sin(jumpAngle)*jumpDistance},0,jumpSpd); }else if(m.I(A::PATTERN_REPEAT_COUNT)<5&&m.F(A::SHOOT_TIMER)==0){ m.I(A::PATTERN_REPEAT_COUNT)++; m.F(A::SHOOT_TIMER)=ConfigFloat("Phase4.ShootRate"); float bulletAngle=util::angleTo(m.GetPos(),game->GetPlayer()->GetPos()); float spreadAngle=util::degToRad(ConfigFloat("Phase4.RandomOffsetAngle")); bulletAngle+=util::random(spreadAngle*2)-spreadAngle; BULLET_LIST.emplace_back(std::make_unique(m.GetPos(),vf2d{cos(bulletAngle),sin(bulletAngle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6})); SoundEffect::PlaySFX("Slime King Shoot",m.GetPos()); }else if(m.I(A::PATTERN_REPEAT_COUNT)==5){ m.I(A::PATTERN_REPEAT_COUNT)++; m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase4.RunAwayTime"); }else if(m.I(A::PATTERN_REPEAT_COUNT)==6&&m.F(A::RUN_AWAY_TIMER)==0){ m.F(A::RECOVERY_TIME)=ConfigFloat("Phase4.WaitTime"); m.SetState(State::RECOVERY); m.I(A::PATTERN_REPEAT_COUNT)=0; m.I(A::PHASE_REPEAT_COUNT)++; } }break; case 5:{ float targetSize=ConfigFloat("Phase5.SizeLossPerHit")/100*m.I(A::HITS_UNTIL_DEATH); Monster::STRATEGY::RUN_AWAY(m,fElapsedTime,"Run Away"); if(targetSize>0){ m.SetSize(targetSize,false); }else{ m.diesNormally=true; } }break; } }