#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 INCLUDE_ANIMATION_DATA void Monster::STRATEGY::PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std::string strategy){ enum PhaseName{ INIT, MOVE, PREPARE_SHOOT, SHOOT_RELOAD, DRINK_RUM, WINDUP, RECOVERY, }; enum AttackType{ STAB, SLASH }; if(!m.B(A::INITIALIZED)){ m.B(A::INITIALIZED)=true; m.phase=INIT; } switch(m.phase){ case INIT:{ m.F(A::TARGET_TIMER)=ConfigFloat("Shooting Frequency"); m.F(A::PARROT_FLY_TIMER)=ConfigFloat("Parrot Fly Wait Time"); m.mounted_animation=Animate2D::Animation{}; for(bool firstAnimation=true;const std::string&animation:Config("Imposed Monster Animations").GetValues()){ m.mounted_animation.value().AddState(animation,ANIMATION_DATA.at(animation)); if(firstAnimation)m.mounted_animation.value().ChangeState(m.internal_mounted_animState,animation); firstAnimation=false; } m.mountedSprOffset=ConfigVec("Imposed Monster Offset"); m.deathData.emplace_back(ConfigString("Spawned Monster"),1U); m.phase=MOVE; }break; case MOVE:{ if(m.F(A::PARROT_FLY_TIMER)>0.f){ m.F(A::PARROT_FLY_TIMER)-=fElapsedTime; if(m.F(A::PARROT_FLY_TIMER)<=0.f){ m.mounted_animation.reset(); Monster&parrot{game->SpawnMonster(m.GetPos(),MONSTER_DATA.at("Parrot"),m.OnUpperLevel())}; parrot.attachedTarget=m.GetWeakPointer(); } } m.F(A::TARGET_TIMER)-=fElapsedTime; if(m.F(A::TARGET_TIMER)<=0.f){ const float diceRoll{util::random(100)}; if(diceRoll<=ConfigFloat("Shooting Chance")){ const float distToPlayer{util::distance(game->GetPlayer()->GetPos(),m.GetPos())}; if(distToPlayer<=ConfigFloat("Shoot Max Range")/100.f*24){ m.F(A::SHOOT_TIMER)=ConfigFloat("Shooting Delay"); m.phase=PREPARE_SHOOT; m.PerformAnimation("SHOOT",game->GetPlayer()->GetPos()); m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos(); } } m.F(A::TARGET_TIMER)=ConfigFloat("Shooting Frequency"); }else if(m.GetHealth()GetPlayer()->GetPos()); if(distToPlayer>ConfigFloat("Attack Spacing")/100.f*24){ RUN_TOWARDS(m,fElapsedTime,"Run Towards"); }else{ m.phase=WINDUP; m.I(A::ATTACK_TYPE)=util::random()%2; //Choose randomly between stab or slash. switch(m.I(A::ATTACK_TYPE)){ case STAB:{ m.F(A::CASTING_TIMER)=ConfigFloat("Stab Windup Time"); m.PerformAnimation("STAB",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos())); }break; case SLASH:{ m.F(A::CASTING_TIMER)=ConfigFloat("Slash Windup Time"); m.PerformAnimation("SLASH",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos())); }break; default:ERR(std::format("WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING!",m.I(A::ATTACK_TYPE))); } } } }break; case PREPARE_SHOOT:{ m.F(A::SHOOT_TIMER)-=fElapsedTime; if(m.F(A::SHOOT_TIMER)<=0.f){ CreateBullet(Bullet)(m.GetPos(),util::pointTo(m.GetPos(),m.V(A::LOCKON_POS))*ConfigFloat("Bullet Speed"),ConfigFloat("Bullet Radius"),m.GetAttack(),m.OnUpperLevel(),false,ConfigPixel("Bullet Color"),vf2d{1.f,1.f}*ConfigFloat("Bullet Radius")/3.f)EndBullet; m.PerformAnimation("SHOOTING"); m.F(A::SHOOT_ANIMATION_TIME)=m.GetCurrentAnimation().GetTotalAnimationDuration(); m.phase=SHOOT_RELOAD; } }break; case SHOOT_RELOAD:{ m.F(A::SHOOT_ANIMATION_TIME)-=fElapsedTime; if(m.F(A::SHOOT_ANIMATION_TIME)<=0.f){ m.PerformAnimation("IDLE"); m.phase=MOVE; } }break; case DRINK_RUM:{ m.F(A::BREAK_TIME)-=fElapsedTime; if(m.F(A::BREAK_TIME)<=0.f){ m.Heal(ConfigInt("Rum Health Recovery"),true); m.phase=MOVE; } }break; case WINDUP:{ m.F(A::CASTING_TIMER)-=fElapsedTime; if(m.F(A::CASTING_TIMER)<=0){ m.phase=RECOVERY; switch(m.I(A::ATTACK_TYPE)){ case STAB:{ vf2d stabTarget=game->GetPlayer()->GetPos(); m.PerformAnimation("STABBING",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos())); CreateBullet(DaggerStab)(m,ConfigString("Dagger Stab Image"),ConfigFloat("Dagger Hit Radius"),m.GetAttack(),ConfigFloat("Dagger Stab Knockback"),m.OnUpperLevel(),m.GetFacingDirectionToTarget(stabTarget),ConfigFloat("Dagger Frame Duration"),ConfigFloat("Dagger Stab Distance"), DaggerStab::DirectionOffsets{ConfigVec("Dagger Up Offset"),ConfigVec("Dagger Down Offset"),ConfigVec("Dagger Right Offset"),ConfigVec("Dagger Left Offset")})EndBullet; }break; case SLASH:{ 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; }break; default:ERR(std::format("WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING!",m.I(A::ATTACK_TYPE))); } 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)m.phase=MOVE; }break; } }