#include "Monster.h" #include "DamageNumber.h" #include "Crawler.h" #include "Bullet.h" #include "BulletTypes.h" #include "DEFINES.h" INCLUDE_ANIMATION_DATA INCLUDE_MONSTER_DATA INCLUDE_MONSTER_LIST INCLUDE_DAMAGENUMBER_LIST INCLUDE_game INCLUDE_BULLET_LIST Monster::Monster(vf2d pos,MonsterData data,bool upperLevel): pos(pos),hp(data.GetHealth()),maxhp(data.GetHealth()),atk(data.GetAttack()),moveSpd(data.GetMoveSpdMult()),size(data.GetSizeMult()),strategy(data.GetAIStrategy()),type(data.GetType()),upperLevel(upperLevel){ bool firstAnimation=true; for(AnimationState&anim:data.GetAnimations()){ animation.AddState(anim,ANIMATION_DATA[anim]); if(firstAnimation){ animation.ChangeState(internal_animState,anim); firstAnimation=false; } } randomFrameOffset=(rand()%1000)/1000.f; } vf2d&Monster::GetPos(){ return pos; } int Monster::GetHealth(){ return hp; } int Monster::GetAttack(){ float mod_atk=atk; for(Buff&b:GetBuffs(ATTACK_UP)){ mod_atk+=atk*b.intensity; } return int(mod_atk); } float Monster::GetMoveSpdMult(){ float mod_moveSpd=moveSpd; for(Buff&b:GetBuffs(SLOWDOWN)){ mod_moveSpd-=moveSpd*b.intensity; } return mod_moveSpd; } float Monster::GetSizeMult(){ return size; } Animate2D::Frame Monster::GetFrame(){ return animation.GetFrame(internal_animState); } void Monster::UpdateAnimation(AnimationState state){ animation.ChangeState(internal_animState,state); } void Monster::PerformJumpAnimation(){ animation.ChangeState(internal_animState,MONSTER_DATA[type].GetJumpAnimation()); } void Monster::PerformShootAnimation(){ animation.ChangeState(internal_animState,MONSTER_DATA[type].GetShootAnimation()); } bool Monster::SetX(float x){ vf2d newPos={x,pos.y}; vi2d tilePos=vi2d(newPos/24)*24; geom2d::rectcollisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel); if(collisionRect.pos==vi2d{0,0}&&collisionRect.size==vi2d{1,1}){ pos.x=std::clamp(x,12.f*GetSizeMult(),float(game->WORLD_SIZE.x*24-12*GetSizeMult())); Moved(); return true; } else { geom2d::rectcollision={collisionRect.pos,collisionRect.size}; collision.pos+=tilePos; if(!geom2d::overlaps(newPos,collision)){ pos.x=std::clamp(x,12.f*GetSizeMult(),float(game->WORLD_SIZE.x*24-12*GetSizeMult())); Moved(); return true; } } return false; } bool Monster::SetY(float y){ vf2d newPos={pos.x,y}; vi2d tilePos=vi2d(newPos/24)*24; geom2d::rectcollisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel); if(collisionRect.pos==vi2d{0,0}&&collisionRect.size==vi2d{1,1}){ pos.y=std::clamp(y,12.f*GetSizeMult(),float(game->WORLD_SIZE.y*24-12*GetSizeMult())); Moved(); return true; } else { geom2d::rectcollision={collisionRect.pos,collisionRect.size}; collision.pos+=tilePos; if(!geom2d::overlaps(newPos,collision)){ pos.y=std::clamp(y,12.f*GetSizeMult(),float(game->WORLD_SIZE.y*24-12*GetSizeMult())); Moved(); return true; } } return false; } bool Monster::Update(float fElapsedTime){ if(IsAlive()){ for(std::vector::iterator it=buffList.begin();it!=buffList.end();++it){ Buff&b=*it; b.duration-=fElapsedTime; if(b.duration<=0){ it=buffList.erase(it); if(it==buffList.end())break; } } for(Monster&m:MONSTER_LIST){ if(&m==this)continue; if(OnUpperLevel()==m.OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){ m.Collision(*this); geom2d::line line(pos,m.GetPos()); float dist = line.length(); m.SetPosition(line.rpoint(dist*1.1)); if(m.IsAlive()){ vel=line.vector().norm()*-128; } } } if(!game->GetPlayer()->HasIframes()&&game->GetPlayer()->OnUpperLevel()==OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(game->GetPlayer()->GetPos(),12*game->GetPlayer()->GetSizeMult()/2))){ geom2d::line line(pos,game->GetPlayer()->GetPos()); float dist = line.length(); SetPosition(line.rpoint(-0.1)); vel=line.vector().norm()*-128; } if(state==NORMAL){ if(game->GetPlayer()->GetX()>pos.x){ facingDirection=RIGHT; } else { facingDirection=LEFT; } } switch(strategy){ case RUN_TOWARDS:{ targetAcquireTimer=std::max(0.f,targetAcquireTimer-fElapsedTime); if(targetAcquireTimer==0){ targetAcquireTimer=3; target=geom2d::line(pos,game->GetPlayer()->GetPos()).upoint(1.2); state=MOVE_TOWARDS; hasHitPlayer=false; } switch(state){ case MOVE_TOWARDS:{ if(geom2d::line(pos,target).length()>100*fElapsedTime*GetMoveSpdMult()){ vf2d newPos=pos+geom2d::line(pos,target).vector().norm()*100*fElapsedTime*GetMoveSpdMult(); if(!SetX(newPos.x)||!SetY(newPos.y)){ StartPathfinding(4); } PerformJumpAnimation(); } else { state=NORMAL;//Revert state once we've finished moving towards target. UpdateAnimation(MONSTER_DATA[type].GetAnimations()[0]); } }break; case PATH_AROUND:{ PathAroundBehavior(fElapsedTime); }break; default:{ } } }break; case SHOOT_AFAR:{ targetAcquireTimer=std::max(0.f,targetAcquireTimer-fElapsedTime); attackCooldownTimer=std::max(0.f,attackCooldownTimer-fElapsedTime); if(queueShotTimer>0){ queueShotTimer-=fElapsedTime; if(queueShotTimer<0){ queueShotTimer=0; { BULLET_LIST.push_back(std::make_unique(Bullet(pos + vf2d{ 0,-4 }, geom2d::line(pos + vf2d{ 0,-4 }, game->GetPlayer()->GetPos()).vector().norm() * 24 * 3.f, 2, GetAttack(),upperLevel,false, { 75 / 2,162 / 2,225 / 2 }))); } } } geom2d::line line(pos,game->GetPlayer()->GetPos()); if(targetAcquireTimer==0&&queueShotTimer==0){ targetAcquireTimer=1; if(line.length()<24*6){ target=line.upoint(-1.2); if(canMove){ state=MOVE_AWAY; } else { state=NORMAL; } } else if(line.length()>24*7){ target=line.upoint(1.2); state=MOVE_TOWARDS; } else { state=NORMAL; } } canMove=true; geom2d::line moveTowardsLine=geom2d::line(pos,target); bool pathfindingDecision=false; switch(state){ case MOVE_TOWARDS:{ if(moveTowardsLine.length()>1){ vf2d newPos=pos+moveTowardsLine.vector().norm()*100*fElapsedTime*GetMoveSpdMult(); bool movedX=SetX(newPos.x); bool movedY=SetY(newPos.y); pathfindingDecision=movedX|movedY; canMove=movedX&&movedY; } if(!pathfindingDecision){ StartPathfinding(2.5); }else if(line.length()<=24*7){ state=NORMAL; } if(moveTowardsLine.vector().x>0){ facingDirection=RIGHT; } else { facingDirection=LEFT; } PerformJumpAnimation(); }break; case MOVE_AWAY:{ if(moveTowardsLine.length()>1){ vf2d newPos=pos+moveTowardsLine.vector().norm()*100*fElapsedTime*GetMoveSpdMult(); bool movedX=SetX(newPos.x); bool movedY=SetY(newPos.y); pathfindingDecision=movedX|movedY; canMove=movedX&&movedY; } if(!pathfindingDecision){ StartPathfinding(2.5); }else if(line.length()>=24*6){ state=NORMAL; } if(moveTowardsLine.vector().x>0){ facingDirection=RIGHT; } else { facingDirection=LEFT; } PerformJumpAnimation(); }break; case PATH_AROUND:{ PathAroundBehavior(fElapsedTime); }break; default:{ if(attackCooldownTimer==0){ attackCooldownTimer=1; queueShotTimer=0.7; PerformShootAnimation(); } } } }break; } if(vel.x>0){ vel.x=std::max(0.f,vel.x-friction*fElapsedTime); } else { vel.x=std::min(0.f,vel.x+friction*fElapsedTime); } if(vel.y>0){ vel.y=std::max(0.f,vel.y-friction*fElapsedTime); } else { vel.y=std::min(0.f,vel.y+friction*fElapsedTime); } if(vel!=vf2d{0,0}){ SetX(pos.x+vel.x*fElapsedTime); SetY(pos.y+vel.y*fElapsedTime); } } if(hp<=0){ deathTimer+=fElapsedTime; if(deathTimer>3){ return false; } } animation.UpdateState(internal_animState,randomFrameOffset+fElapsedTime); randomFrameOffset=0; return true; } Key Monster::GetFacingDirection(){ return facingDirection; } void Monster::Draw(){ if(GetFacingDirection()==RIGHT){ game->view.DrawPartialDecal((GetPos()+vf2d{float(GetFrame().GetSourceRect().size.x),0}*GetSizeMult())-vf2d{12,12}*GetSizeMult(),GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*-1,GetSizeMult()),GetBuffs(BuffType::SLOWDOWN).size()>0?Pixel{uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(128+127*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration)))}:WHITE); } else { game->view.DrawPartialDecal(GetPos()-vf2d{12,12}*GetSizeMult(),GetFrame().GetSourceImage()->Decal(),GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult(),GetSizeMult()),GetBuffs(BuffType::SLOWDOWN).size()>0?Pixel{uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(128+127*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration)))}:WHITE); } } void Monster::Collision(Player*p){ if(MONSTER_DATA[type].GetCollisionDmg()>0&&!hasHitPlayer){ hasHitPlayer=true; p->Hurt(MONSTER_DATA[type].GetCollisionDmg(),OnUpperLevel()); } Collision(); } void Monster::Collision(Monster&m){ Collision(); } void Monster::Collision(){ if(strategy==RUN_TOWARDS&&state==MOVE_TOWARDS){ state=NORMAL; } } void Monster::SetVelocity(vf2d vel){ this->vel=vel; } bool Monster::SetPosition(vf2d pos){ bool resultX=SetX(pos.x); bool resultY=SetY(pos.y); if(resultY&&!resultX){ resultX=SetX(pos.x); } return resultX|resultY; } void Monster::Moved(){ ZoneData&zoneData=game->GetZoneData(game->GetCurrentLevel()); for(geom2d::rect&upperLevelZone:zoneData["UpperZone"]){ if(geom2d::overlaps(upperLevelZone,pos)){ upperLevel=true; } } for(geom2d::rect&lowerLevelZone:zoneData["LowerZone"]){ if(geom2d::overlaps(lowerLevelZone,pos)){ upperLevel=false; } } } AnimationState Monster::GetDeathAnimationName(){ return MONSTER_DATA[type].GetDeathAnimation(); } bool Monster::Hurt(int damage,bool onUpperLevel){ if(hp<=0||onUpperLevel!=OnUpperLevel()) return false; float mod_dmg=damage; for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){ mod_dmg-=damage*b.intensity; } hp=std::max(0,hp-int(mod_dmg)); DAMAGENUMBER_LIST.push_back(DamageNumber(pos,int(mod_dmg))); if(hp<=0){ animation.ChangeState(internal_animState,GetDeathAnimationName()); } return true; } bool Monster::IsAlive(){ return hp>0; } vf2d&Monster::GetTargetPos(){ return target; } MonsterSpawner::MonsterSpawner(){} MonsterSpawner::MonsterSpawner(vf2d pos,vf2d range,std::vector>monsters,bool upperLevel): pos(pos),range(range),monsters(monsters),upperLevel(upperLevel){ } bool MonsterSpawner::SpawnTriggered(){ return triggered; } vf2d MonsterSpawner::GetRange(){ return range; } vf2d MonsterSpawner::GetPos(){ return pos; } void MonsterSpawner::SetTriggered(bool trigger,bool spawnMonsters){ triggered=trigger; if(spawnMonsters){ for(std::pair&monsterInfo:monsters){ MONSTER_LIST.push_back(Monster(pos+monsterInfo.second,MONSTER_DATA[monsterInfo.first],DoesUpperLevelSpawning())); } } } bool MonsterSpawner::DoesUpperLevelSpawning(){ return upperLevel; } bool Monster::OnUpperLevel(){ return upperLevel; } void Monster::AddBuff(BuffType type,float duration,float intensity){ buffList.push_back(Buff{type,duration,intensity}); } void Monster::StartPathfinding(float pathingTime){ state=State::PATH_AROUND; path=game->pathfinder.Solve_AStar(pos,target,12,OnUpperLevel()); if(path.size()>0){ pathIndex=0; //We gives this mob 5 seconds to figure out a path to the target. targetAcquireTimer=pathingTime; } } void Monster::PathAroundBehavior(float fElapsedTime){ if(path.size()>0){ //Move towards the new path. geom2d::line moveTowardsLine=geom2d::line(pos,path[pathIndex]*24); if(moveTowardsLine.length()>2){ SetPosition(pos+moveTowardsLine.vector().norm()*100*fElapsedTime*GetMoveSpdMult()); if(moveTowardsLine.vector().x>0){ facingDirection=RIGHT; } else { facingDirection=LEFT; } }else{ if(pathIndex+1>=path.size()){ //We have reached the end of the path! targetAcquireTimer=0; }else{ pathIndex++; } } } else { //We actually can't do anything so just quit. targetAcquireTimer=0; } } std::vectorMonster::GetBuffs(BuffType buff){ std::vectorfilteredBuffs; std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;}); return filteredBuffs; }