The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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179 lines
7.7 KiB
179 lines
7.7 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "AdventuresInLestoria.h"
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#include "SoundEffect.h"
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#include "BulletTypes.h"
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#include "Arc.h"
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using A=Attribute;
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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INCLUDE_MONSTER_DATA
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void Monster::STRATEGY::OCTOPUS_ARM(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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INIT,
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RISE_ANIMATION,
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SEARCH,
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PREPARE_ATTACK,
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ATTACK_ANIMATION,
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ATTACK_RECOVERY,
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SUBMERGE,
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};
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const auto GetAttackArc=[attackRadius=ConfigFloat("Attack Radius"),attackArc=ConfigFloat("Attack Arc")](const Monster&m){
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return Arc{m.GetPos(),attackRadius/100.f*24,util::dirToAngle(m.GetFacingDirection()),util::degToRad(attackArc)};
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};
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if(m.ANY(A::STORED_ARC).has_value()){
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game->DrawShadowStringDecal({100,100},std::format("Stored Arc Active: {}",std::any_cast<Arc>(m.ANY(A::STORED_ARC)).pos.str()));
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const float growthRate=((ConfigFloat("Attack Radius")/100.f*24)/ConfigFloat("Attack Effect Time"))*fElapsedTime;
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std::any_cast<Arc>(m.ANY(A::STORED_ARC)).GrowRadius(growthRate);
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m.F(A::ENVIRONMENT_TIMER)-=fElapsedTime;
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if(m.F(A::ENVIRONMENT_TIMER)<=0.f)m.ANY(A::STORED_ARC).reset();
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}
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switch(PHASE()){
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case INIT:{
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if(ConfigFloat("Attack Swing Damage Wait Time")>m.GetAnimation("ATTACKING").GetTotalAnimationDuration())ERR(std::format("The Attack Swing Damage Wait Time ({}s) should not be greater than the total attack time animation duration! ({}s)",ConfigFloat("Attack Swing Damage Wait Time"),m.GetAnimation("ATTACKING").GetTotalAnimationDuration()));
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m.PerformAnimation("RISE",game->GetPlayer()->GetPos());
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m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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SETPHASE(RISE_ANIMATION);
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m.SetStrategyDeathFunction([bossDamageOnDeath=ConfigInt("Boss Damage On Death")](GameEvent&event,Monster&m,const StrategyName&strategyName){
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m.SetStrategyDrawFunction([](AiL*game,Monster&monster,const std::string&strategy){});
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const std::string GIANT_OCTOPUS_NAME{"Giant Octopus"};
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const std::string OCTOPUS_ARM_NAME{"Octopus Arm"};
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if(!MONSTER_DATA.count(GIANT_OCTOPUS_NAME))ERR(std::format("WARNING! {} does not exist on the map! THIS SHOULD NOT BE HAPPENING!",GIANT_OCTOPUS_NAME));
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auto boss{std::find_if(MONSTER_LIST.begin(),MONSTER_LIST.end(),[&GIANT_OCTOPUS_NAME](const std::shared_ptr<Monster>&m){
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return m->GetName()==GIANT_OCTOPUS_NAME;
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})};
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if(boss!=MONSTER_LIST.end()){
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Monster&bossMonster{**boss};
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bossMonster.Hurt(bossDamageOnDeath,m.OnUpperLevel(),m.GetZ());
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}
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std::for_each(MONSTER_LIST.begin(),MONSTER_LIST.end(),[&OCTOPUS_ARM_NAME,&strategyName](const std::shared_ptr<Monster>&m){
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if(m->GetName()==OCTOPUS_ARM_NAME){
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m->PerformAnimation("SUBMERGE");
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m->SetPhase(strategyName,SUBMERGE);
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m->GetFloat(A::RECOVERY_TIME)=m->GetCurrentAnimation().GetTotalAnimationDuration();
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}
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});
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return false;
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});
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}break;
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case RISE_ANIMATION:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0.f){
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m.PerformAnimation("IDLE",game->GetPlayer()->GetPos());
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SETPHASE(SEARCH);
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}
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}break;
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case SEARCH:{
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if(util::distance(m.GetPos(),game->GetPlayer()->GetPos())<=ConfigFloat("Attack Radius")/100.f*24){
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SETPHASE(PREPARE_ATTACK);
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m.F(A::ATTACK_COOLDOWN)=util::random_range(ConfigFloatArr("Attack Wiggle Time Range",0),ConfigFloatArr("Attack Wiggle Time Range",1));
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m.PerformAnimation("ATTACK",game->GetPlayer()->GetPos());
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Arc attackArc{GetAttackArc(m)};
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m.SetStrategyDrawFunction([arc=attackArc,&storedArc=m.ANY(A::STORED_ARC),&alphaTimer=m.F(A::ENVIRONMENT_TIMER),attackEffectTime=ConfigFloat("Attack Effect Time")](AiL*game,Monster&monster,const std::string&strategy){
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const float alphaTimer{float(std::fmod(game->GetRunTime(),2.f))};
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uint8_t alpha{util::lerp(uint8_t(0),uint8_t(255),alphaTimer)};
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if(alphaTimer>1.f)alpha=util::lerp(0,255,1-(alphaTimer-1));
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const_cast<Arc&>(arc).Draw(game,{0,0,255,uint8_t(alpha)});
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if(storedArc.has_value()){
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const uint8_t effectAlpha{util::lerp(uint8_t(0),uint8_t(255),alphaTimer/attackEffectTime)};
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std::any_cast<Arc>(storedArc).Draw(game,{255,255,255,effectAlpha});
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}
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});
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}
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}break;
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case PREPARE_ATTACK:{
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m.F(A::ATTACK_COOLDOWN)-=fElapsedTime;
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if(m.F(A::ATTACK_COOLDOWN)<=0.f){
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SETPHASE(ATTACK_ANIMATION);
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m.PerformAnimation("ATTACKING");
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m.F(A::ENVIRONMENT_TIMER)=m.F(A::RECOVERY_TIME)=ConfigFloat("Attack Effect Time");
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m.F(A::SWING_OCCURRED)=ConfigFloat("Attack Swing Damage Wait Time");
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}
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}break;
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case ATTACK_ANIMATION:{
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m.F(A::SWING_OCCURRED)-=fElapsedTime;
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if(m.F(A::SWING_OCCURRED)<=0.f){
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Arc attackArc{GetAttackArc(m)};
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if(attackArc.overlaps(game->GetPlayer()->GetPos())){
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game->GetPlayer()->Knockback(util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Attack Knockback"));
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game->GetPlayer()->Hurt(m.GetAttack(),m.OnUpperLevel(),m.GetZ());
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}
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m.F(A::RECOVERY_TIME)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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m.ANY(A::STORED_ARC)=GetAttackArc(m);
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m.SetStrategyDrawFunction([&storedArc=m.ANY(A::STORED_ARC),attackEffectTime=ConfigFloat("Attack Effect Time")](AiL*game,Monster&monster,const std::string&strategy){
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const float alphaTimer{float(std::fmod(game->GetRunTime(),2.f))};
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if(storedArc.has_value()){
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const uint8_t effectAlpha{util::lerp(uint8_t(0),uint8_t(255),alphaTimer/attackEffectTime)};
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std::any_cast<Arc>(storedArc).Draw(game,{255,255,255,effectAlpha});
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}
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});
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SETPHASE(ATTACK_RECOVERY);
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}
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}break;
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case ATTACK_RECOVERY:{
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m.F(A::RECOVERY_TIME)-=fElapsedTime;
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if(m.F(A::RECOVERY_TIME)<=0.f){
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m.PerformIdleAnimation();
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m.SetStrategyDrawFunction([](AiL*game,Monster&monster,const std::string&strategy){});
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SETPHASE(SEARCH);
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}
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}break;
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case SUBMERGE:{
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m.F(A::RECOVERY_TIME)-=fElapsedTime;
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if(m.F(A::RECOVERY_TIME)<=0.f){
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m.PerformAnimation("RISE");
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m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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SETPHASE(RISE_ANIMATION);
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}
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}break;
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}
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} |