#include "Monster.h" #include "DEFINES.h" #include "Crawler.h" INCLUDE_BULLET_LIST INCLUDE_game void Monster::STRATEGY::SHOOT_AFAR(Monster&m,float fElapsedTime){ m.targetAcquireTimer=std::max(0.f,m.targetAcquireTimer-fElapsedTime); m.attackCooldownTimer=std::max(0.f,m.attackCooldownTimer-fElapsedTime); if(m.queueShotTimer>0){ m.queueShotTimer-=fElapsedTime; if(m.queueShotTimer<0){ m.queueShotTimer=0; { BULLET_LIST.push_back(std::make_unique(Bullet(m.pos + vf2d{ 0,-4 }, geom2d::line(m.pos + vf2d{ 0,-4 }, game->GetPlayer()->GetPos()).vector().norm() * 24 * 3.f, 2, m.GetAttack(),m.upperLevel,false, { 75 / 2,162 / 2,225 / 2 }))); } } } geom2d::line line(m.pos,game->GetPlayer()->GetPos()); if(m.targetAcquireTimer==0&&m.queueShotTimer==0){ m.targetAcquireTimer=1; if(line.length()<24*6){ m.target=line.upoint(-1.2); if(m.canMove){ m.SetState(MOVE_AWAY); } else { m.SetState(NORMAL); } } else if(line.length()>24*7){ m.target=line.upoint(1.2); m.SetState(MOVE_TOWARDS); } else { m.SetState(NORMAL); } } m.canMove=true; geom2d::line moveTowardsLine=geom2d::line(m.pos,m.target); bool pathfindingDecision=false; switch(m.state){ case MOVE_TOWARDS:{ if(moveTowardsLine.length()>1){ vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult(); bool movedX=m.SetX(newPos.x); bool movedY=m.SetY(newPos.y); pathfindingDecision=movedX|movedY; m.canMove=movedX&&movedY; } if(!pathfindingDecision){ m.StartPathfinding(2.5); }else if(line.length()<=24*7){ m.SetState(NORMAL); } if(moveTowardsLine.vector().x>0){ m.facingDirection=RIGHT; } else { m.facingDirection=LEFT; } m.PerformJumpAnimation(); }break; case MOVE_AWAY:{ if(moveTowardsLine.length()>1){ vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult(); bool movedX=m.SetX(newPos.x); bool movedY=m.SetY(newPos.y); pathfindingDecision=movedX|movedY; m.canMove=movedX&&movedY; } if(!pathfindingDecision){ m.StartPathfinding(2.5); }else if(line.length()>=24*6){ m.SetState(NORMAL); } if(moveTowardsLine.vector().x>0){ m.facingDirection=RIGHT; } else { m.facingDirection=LEFT; } m.PerformJumpAnimation(); }break; case PATH_AROUND:{ m.PathAroundBehavior(fElapsedTime); }break; default:{ if(m.attackCooldownTimer==0){ m.attackCooldownTimer=1; m.queueShotTimer=0.7; m.PerformShootAnimation(); } } } }