#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_MONSTER_LIST void Monster::STRATEGY::GIANT_OCTOPUS(Monster&m,float fElapsedTime,std::string strategy){ enum PhaseName{ INIT, IDENTIFY_ARMS, NORMAL, HURT_ANIMATION, }; if(!m.B(A::ARM_SPEEDS_INCREASED)&&m.GetHealth()<=ConfigInt("Arm Speedup Health Threshold")){ m.B(A::ARM_SPEEDS_INCREASED)=true; for(std::shared_ptr&arm:MONSTER_LIST){ const std::string OCTOPUS_ARM_NAME{"Octopus Arm"}; if(arm->GetName()==OCTOPUS_ARM_NAME){ std::weak_ptrarmPtr{arm}; if(!armPtr.expired())armPtr.lock()->GetFloat(A::ATTACK_ANIMATION_SPEED)=1.f+ConfigFloat("Arm Animation Speed Increase")/100.f; } } } switch(PHASE()){ case INIT:{ m.F(A::BREAK_TIME)=0.5f; m.AddBuff(BuffType::DAMAGE_REDUCTION,INFINITE,ConfigFloat("Permanent Resistance Buff")/100.f); m.SetStrategyDeathFunction([](GameEvent&event,Monster&m,const std::string&strategy){ std::string takoyakiImgDir{"item_img_directory"_S+"Takoyaki.png"}; if(!GFX.count(takoyakiImgDir))ERR(std::format("WARNING! Could not find item image {}",takoyakiImgDir)); game->AddEffect(std::make_unique(m.GetPos(),INFINITE,"item_img_directory"_S+"Takoyaki.png",m.OnUpperLevel(),1.f,0.f,vf2d{4.f,4.f},vf2d{},WHITE)); m.SetLifetime(4.f); m.F(A::SHOOT_TIMER)=ConfigFloat("Shoot Frequency"); m.F(A::SHOOT_ANIMATION_TIME)=m.GetAnimation("ATTACK").GetTotalAnimationDuration(); m.I(A::ATTACK_COUNT)=0; return false; }); SETPHASE(IDENTIFY_ARMS); }break; case IDENTIFY_ARMS:{ m.F(A::BREAK_TIME)-=fElapsedTime; if(m.F(A::BREAK_TIME)<=0.f){ m.F(A::CASTING_TIMER)=util::random_range(ConfigFloatArr("Arm Move Timer",0),ConfigFloatArr("Arm Move Timer",1)); for(std::shared_ptr&arm:MONSTER_LIST){ const std::string OCTOPUS_ARM_NAME{"Octopus Arm"}; if(arm->GetName()==OCTOPUS_ARM_NAME){ std::weak_ptrarmPtr{arm}; m.VEC(A::ARM_LIST).emplace_back(armPtr); m.VEC(A::ARM_LOCATIONS).emplace_back(armPtr.lock()->GetPos()); } } SETPHASE(NORMAL); } }break; case NORMAL:{ const bool InSecondPhase{m.GetHealth()<=ConfigInt("Phase 2 Health Threshold")}; m.F(A::SHOOT_TIMER)-=fElapsedTime; m.F(A::CASTING_TIMER)-=fElapsedTime; m.F(A::LAST_SHOOT_TIMER)-=fElapsedTime; m.F(A::LAST_INK_SHOOT_TIMER)-=fElapsedTime; if(m.F(A::SHOOT_ANIMATION_TIME)>0.f){ m.F(A::SHOOT_ANIMATION_TIME)-=fElapsedTime; if(m.F(A::SHOOT_ANIMATION_TIME)<=0.f)m.PerformIdleAnimation(); } if(m.F(A::CASTING_TIMER)<=0.f){ int deadMonsterCount{0}; std::vectorunoccupiedArmLocs; AddAllUnoccupedArmLocations: std::for_each(m.VEC(A::ARM_LOCATIONS).begin(),m.VEC(A::ARM_LOCATIONS).end(),[&unoccupiedArmLocs](const std::any&armLoc){unoccupiedArmLocs.emplace_back(std::any_cast(armLoc));}); std::vectorliveArms; RemoveOccupiedArmLocationsAndDetectAliveArms: std::copy_if(m.VEC(A::ARM_LIST).begin(),m.VEC(A::ARM_LIST).end(),std::back_inserter(liveArms),[&unoccupiedArmLocs,&deadMonsterCount](const std::any&arm){ const std::weak_ptr&m{std::any_cast>(arm)}; const bool isLive{!m.expired()&&m.lock()->IsAlive()}; if(isLive)std::erase_if(unoccupiedArmLocs,[&m](const vf2d&armLoc){return m.lock()->GetPos()==armLoc;}); else deadMonsterCount++; return isLive; }); RemoveArmLocationsTooFarFromPlayer: std::erase_if(unoccupiedArmLocs,[maxDist=ConfigPixels("Arm Max Move Distance From Player")](const vf2d&armLoc){return util::distance(game->GetPlayer()->GetPos(),armLoc)>maxDist;}); const bool AtLeastOneArmAlive{deadMonsterCount!=m.VEC(A::ARM_LIST).size()}; if(deadMonsterCount>0&&AtLeastOneArmAlive&&unoccupiedArmLocs.size()>0){ const std::weak_ptr&randomArm{std::any_cast>(liveArms[util::random()%liveArms.size()])}; const vf2d&randomLoc{std::any_cast(unoccupiedArmLocs[util::random()%unoccupiedArmLocs.size()])}; randomArm.lock()->PerformAnimation("SUBMERGE"); randomArm.lock()->SetPhase("Octopus Arm",randomArm.lock()->I(A::SUBMERGE_STRAT_ID)); randomArm.lock()->GetFloat(A::RECOVERY_TIME)=randomArm.lock()->GetCurrentAnimation().GetTotalAnimationDuration(); randomArm.lock()->SetCollisionRadius(0.f); randomArm.lock()->V(A::JUMP_TARGET_POS)=randomLoc; randomArm.lock()->SetStrategyDrawFunction([](AiL*game,Monster&monster,const std::string&strategy){}); } m.F(A::CASTING_TIMER)=util::random_range(ConfigFloatArr("Arm Move Timer",0),ConfigFloatArr("Arm Move Timer",1)); } if(m.F(A::SHOOT_TIMER)<=0.f){ if(InSecondPhase){ if(m.F(A::LAST_INK_SHOOT_TIMER)<=0.f){ CreateBullet(InkBullet)(m.GetPos())EndBullet; m.F(A::LAST_INK_SHOOT_TIMER)=ConfigFloat("Phase 2.Ink Bullet Frequency"); goto BulletShot; }else if(m.I(A::BULLET_COUNT_AFTER_INK_ATTACK)>ConfigInt("Phase 2.Homing Bullet Starts After")){ if(m.I(A::ATTACK_COUNT)%ConfigInt("Phase 2.Homing Bullet Frequency")==0)CreateBullet(HomingBullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Bullet Speed"),ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Bullet Color"),{ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Radius")})EndBullet; else CreateBullet(Bullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Bullet Speed"),ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Bullet Color"),{ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Radius")})EndBullet; goto BulletShot; } m.I(A::BULLET_COUNT_AFTER_INK_ATTACK)++; } if(m.I(A::ATTACK_COUNT)>=ConfigInt("Big Bullet Frequency")-1){ CreateBullet(BurstBullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Big Bullet Speed"),game->GetPlayer(),ConfigPixels("Big Bullet Detection Radius"),ConfigInt("Big Bullet Extra Bullet Count"),util::degToRad(ConfigFloat("Big Bullet Extra Bullet Rotate Speed")),ConfigFloat("Big Bullet Extra Bullet Radius"),vf2d{ConfigFloatArr("Big Bullet Extra Bullet Image Scale",0),ConfigFloatArr("Big Bullet Extra Bullet Image Scale",1)},ConfigFloat("Big Bullet Extra Bullet Speed"),ConfigFloat("Big Bullet Extra Bullet Acceleration"),ConfigFloat("Big Bullet Radius"),ConfigInt("Big Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Big Bullet Color"),vf2d{ConfigFloat("Big Bullet Image Scale"),ConfigFloat("Big Bullet Image Scale")})EndBullet; m.F(A::SHOOT_TIMER)=ConfigFloat("Big Bullet Boss Rest Time"); m.I(A::ATTACK_COUNT)=-1; }else{ m.F(A::SHOOT_TIMER)=ConfigFloat("Shoot Frequency"); CreateBullet(Bullet)(m.GetPos(),util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Bullet Speed"),ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Bullet Color"),{ConfigFloat("Bullet Radius"),ConfigFloat("Bullet Radius")})EndBullet; } BulletShot: m.F(A::LAST_SHOOT_TIMER)=1.f; m.PerformShootAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos())); m.I(A::ATTACK_COUNT)++; } if(m.F(A::LAST_SHOOT_TIMER)<=0.f){ m.PerformIdleAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos())); } }break; case HURT_ANIMATION:{ }break; } }