The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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113 lines
4.4 KiB
113 lines
4.4 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 "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Monster.h"
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#include "MonsterStrategyHelpers.h"
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/*
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* Attack Strategie: If range to player >700 move closer.
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if range 400-700 Scratch the ground twice and then charge with 30% Move-Spd bonus in the players direction for a distance of 900.
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If range to player<400 backpaddle with 50% move-spd. if getting hit while backpaddling, start charge sequence.
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*/
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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using A=Attribute;
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void Monster::STRATEGY::BOAR(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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MOVE,
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SCRATCH,
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CHARGE,
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RECOVERY,
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};
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switch(m.phase){
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case PhaseName::MOVE:{
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float distToPlayer=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).length();
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if(m.canMove&&distToPlayer>=ConfigInt("Closein Range")/100.f*24){
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m.RemoveBuff(BuffType::SLOWDOWN);
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m.targetAcquireTimer=0.f;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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}else
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if(m.canMove&&distToPlayer<=ConfigInt("Backpedal Range")/100.f*24){
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m.AddBuff(BuffType::SLOWDOWN,INFINITE,(100-ConfigInt("Backpedal Movespeed"))/100.f);
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m.target=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).rpoint(-100);
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m.targetAcquireTimer=INFINITY;
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if(m.attackedByPlayer)goto ScratchPhaseTransition;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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m.UpdateFacingDirection(game->GetPlayer()->GetPos());
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}else{
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ScratchPhaseTransition:
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m.PerformOtherAnimation(0);
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m.F(A::CASTING_TIMER)=ConfigInt("Ground Scratch Count")*m.GetCurrentAnimation().GetTotalAnimationDuration();
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m.phase=PhaseName::SCRATCH;
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}
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}break;
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case PhaseName::SCRATCH:{
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m.RemoveBuff(BuffType::SLOWDOWN);
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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.PerformShootAnimation();
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m.phase=PhaseName::CHARGE;
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vf2d chargeTargetPoint=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).rpoint(ConfigFloat("Charge Distance")/100.f*24);
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m.target=chargeTargetPoint;
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m.AddBuff(BuffType::SPEEDBOOST,INFINITE,ConfigFloat("Charge Movespeed")/100.f-1);
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}
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}break;
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case PhaseName::CHARGE:{
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float distToTarget=geom2d::line<float>(m.GetPos(),m.target).length();
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if(m.bumpedIntoTerrain||distToTarget<4.f){
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m.phase=PhaseName::RECOVERY;
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m.F(A::CHARGE_COOLDOWN)=ConfigFloat("Charge Recovery Time");
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m.PerformIdleAnimation();
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}else{
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m.targetAcquireTimer=INFINITY; //Don't acquire a new target.
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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}
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}break;
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case PhaseName::RECOVERY:{
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m.F(A::CHARGE_COOLDOWN)-=fElapsedTime;
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m.targetAcquireTimer=0.f;
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m.RemoveBuff(BuffType::SPEEDBOOST);
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if(m.F(A::CHARGE_COOLDOWN)<=0)m.phase=PhaseName::MOVE;
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}break;
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}
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} |