The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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183 lines
7.4 KiB
183 lines
7.4 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 "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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using A=Attribute;
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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void Monster::STRATEGY::PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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INIT,
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MOVE,
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PREPARE_SHOOT,
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SHOOT_RELOAD,
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DRINK_RUM,
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WINDUP,
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RECOVERY,
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};
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enum AttackType{
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STAB,
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SLASH
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};
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switch(PHASE()){
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case INIT:{
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m.F(A::TARGET_TIMER)=ConfigFloat("Shooting Frequency");
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m.F(A::PARROT_FLY_TIMER)=ConfigFloat("Parrot Fly Wait Time");
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m.mounted_animation=Animate2D::Animation<std::string>{};
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for(bool firstAnimation=true;const std::string&animation:Config("Imposed Monster Animations").GetValues()){
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m.mounted_animation.value().AddState(animation,ANIMATION_DATA.at(animation));
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if(firstAnimation)m.mounted_animation.value().ChangeState(m.internal_mounted_animState,animation);
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firstAnimation=false;
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}
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m.mountedSprOffset=ConfigVec("Imposed Monster Offset");
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m.deathData.emplace_back(ConfigString("Spawned Monster"),1U);
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SETPHASE(MOVE);
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}break;
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case MOVE:{
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if(m.F(A::PARROT_FLY_TIMER)>0.f){
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m.F(A::PARROT_FLY_TIMER)-=fElapsedTime;
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if(m.F(A::PARROT_FLY_TIMER)<=0.f){
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m.mounted_animation.reset();
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Monster&parrot{game->SpawnMonster(m.GetPos(),MONSTER_DATA.at("Parrot"),m.OnUpperLevel())};
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parrot.attachedTarget=m.GetWeakPointer();
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}
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}
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m.F(A::TARGET_TIMER)-=fElapsedTime;
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if(m.F(A::TARGET_TIMER)<=0.f){
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const float diceRoll{util::random(100)};
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if(diceRoll<=ConfigFloat("Shooting Chance")){
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const float distToPlayer{util::distance(game->GetPlayer()->GetPos(),m.GetPos())};
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if(distToPlayer<=ConfigFloat("Shoot Max Range")/100.f*24){
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m.F(A::SHOOT_TIMER)=ConfigFloat("Shooting Delay");
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SETPHASE(PREPARE_SHOOT);
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m.PerformAnimation("SHOOT",game->GetPlayer()->GetPos());
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m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos();
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}
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}
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m.F(A::TARGET_TIMER)=ConfigFloat("Shooting Frequency");
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}else
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if(m.GetHealth()<ConfigInt("Rum Drink Threshold")&&m.I(A::RUM_DRINK_COUNT)<ConfigInt("Rum Drink Count")){
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m.PerformAnimation("DRINK");
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m.F(A::BREAK_TIME)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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SETPHASE(DRINK_RUM);
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m.I(A::RUM_DRINK_COUNT)++;
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}
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else{
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float distToPlayer=m.GetDistanceFrom(game->GetPlayer()->GetPos());
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if(distToPlayer>ConfigFloat("Attack Spacing")/100.f*24){
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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}else{
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SETPHASE(WINDUP);
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m.I(A::ATTACK_TYPE)=util::random()%2; //Choose randomly between stab or slash.
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switch(m.I(A::ATTACK_TYPE)){
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case STAB:{
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m.F(A::CASTING_TIMER)=ConfigFloat("Stab Windup Time");
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m.PerformAnimation("STAB",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));
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}break;
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case SLASH:{
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m.F(A::CASTING_TIMER)=ConfigFloat("Slash Windup Time");
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m.PerformAnimation("SLASH",m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));
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}break;
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default:ERR(std::format("WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING!",m.I(A::ATTACK_TYPE)));
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}
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}
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}
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}break;
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case PREPARE_SHOOT:{
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m.F(A::SHOOT_TIMER)-=fElapsedTime;
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if(m.F(A::SHOOT_TIMER)<=0.f){
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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;
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m.PerformAnimation("SHOOTING");
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m.F(A::SHOOT_ANIMATION_TIME)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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SETPHASE(SHOOT_RELOAD);
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}
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}break;
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case SHOOT_RELOAD:{
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m.F(A::SHOOT_ANIMATION_TIME)-=fElapsedTime;
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if(m.F(A::SHOOT_ANIMATION_TIME)<=0.f){
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m.PerformAnimation("IDLE");
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SETPHASE(MOVE);
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}
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}break;
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case DRINK_RUM:{
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m.F(A::BREAK_TIME)-=fElapsedTime;
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if(m.F(A::BREAK_TIME)<=0.f){
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m.Heal(ConfigInt("Rum Health Recovery"),true);
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SETPHASE(MOVE);
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}
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}break;
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case WINDUP:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0){
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SETPHASE(RECOVERY);
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switch(m.I(A::ATTACK_TYPE)){
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case STAB:{
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vf2d stabTarget=game->GetPlayer()->GetPos();
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m.PerformAnimation("STABBING");
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CreateBullet(DaggerStab)(m,ConfigString("Dagger Stab Image"),ConfigFloat("Dagger Hit Radius"),m.GetAttack(),ConfigFloat("Dagger Stab Knockback"),m.OnUpperLevel(),m.GetFacingDirection(),ConfigFloat("Dagger Frame Duration"),ConfigFloat("Dagger Stab Distance"),
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DaggerStab::DirectionOffsets{ConfigVec("Dagger Up Offset"),ConfigVec("Dagger Down Offset"),ConfigVec("Dagger Right Offset"),ConfigVec("Dagger Left Offset")})EndBullet;
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}break;
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case SLASH:{
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vf2d slashTarget=game->GetPlayer()->GetPos();
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m.PerformAnimation("SLASHING");
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CreateBullet(DaggerSlash)(m,ConfigString("Dagger Slash Image"),ConfigFloat("Dagger Hit Radius"),m.GetAttack(),ConfigFloat("Dagger Slash Knockback"),m.OnUpperLevel(),m.GetFacingDirection(),ConfigFloat("Dagger Frame Duration"),ConfigFloat("Dagger Slash Distance"))EndBullet;
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}break;
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default:ERR(std::format("WARNING! Invalid Attack type {} provided. THIS SHOULD NOT BE HAPPENING!",m.I(A::ATTACK_TYPE)));
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}
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m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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m.F(A::RECOVERY_TIME)=ConfigFloat("Attack Recovery Time");
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}
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}break;
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case RECOVERY:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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m.F(A::RECOVERY_TIME)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0){m.PerformIdleAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));}
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if(m.F(A::RECOVERY_TIME)<=0)SETPHASE(MOVE);
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}break;
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}
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} |