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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AdventuresInLestoria/Adventures in Lestoria/StoneGolem.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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 "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "util.h"
#include "BulletTypes.h"
#include "SoundEffect.h"
#include "StageMaskPolygon.h"
#include "ExpandingRing.h"
INCLUDE_game
INCLUDE_MONSTER_LIST
using A=Attribute;
void Monster::STRATEGY::STONE_GOLEM(Monster&m,float fElapsedTime,std::string strategy){
enum PhaseName{
INITIALIZE,
SPAWN_PILLAR_PREPARE,
SPAWN_PILLAR_CAST,
STANDARD,
STONE_THROW_CAST,
STONE_THROW_FINISH_ANIMATION,
SHOCKWAVE,
};
const auto PrepareSafeAreas=[&](){
m.VEC(A::STAGE_POLYGONS).clear();
std::for_each(MONSTER_LIST.begin(),MONSTER_LIST.end(),[&](const std::unique_ptr<Monster>&monsterPtr){
if(monsterPtr->GetName()!="Stone Golem Pillar")return;
const Monster&pillar=*monsterPtr;
if(geom2d::overlaps(geom2d::circle<float>{m.GetPos(),m.GetCollisionRadius()},geom2d::circle<float>{pillar.GetPos(),pillar.GetCollisionRadius()}))return;
#pragma region Solve for Safe Quad
//First draw 4 lines to the corners.
const vf2d upperLeftCorner{pillar.GetPos()+vf2d{-8,-8}*pillar.GetSizeMult()};
const vf2d upperRightCorner{pillar.GetPos()+vf2d{8,-8}*pillar.GetSizeMult()};
const vf2d lowerLeftCorner{pillar.GetPos()+vf2d{-8,8}*pillar.GetSizeMult()};
const vf2d lowerRightCorner{pillar.GetPos()+vf2d{8,8}*pillar.GetSizeMult()};
const std::vector<vf2d>corners{upperLeftCorner,upperRightCorner,lowerLeftCorner,lowerRightCorner};
using AngleDiff=float;
using Corner=vf2d;
std::pair<AngleDiff,Corner>largestCorner{};
std::pair<AngleDiff,Corner>smallestCorner{};
float angleToMiddle{geom2d::line<float>{m.GetPos(),pillar.GetPos()}.vector().polar().y};
std::for_each(corners.begin(),corners.end(),[&](const vf2d&corner){
float angleToCorner{geom2d::line<float>{m.GetPos(),corner}.vector().polar().y};
AngleDiff diff{util::angle_difference(angleToCorner,angleToMiddle)};
if(largestCorner.first<diff)largestCorner={diff,corner};
if(smallestCorner.first>diff)smallestCorner={diff,corner};
});
const vf2d extendedLargestCornerPoint{geom2d::line<float>{m.GetPos(),largestCorner.second}.rpoint((100000.f))};
const vf2d extendedSmallestCornerPoint{geom2d::line<float>{m.GetPos(),smallestCorner.second}.rpoint((100000.f))};
#pragma endregion
m.VEC(A::STAGE_POLYGONS).emplace_back(StageMaskPolygon{{largestCorner.second,extendedLargestCornerPoint,extendedSmallestCornerPoint,smallestCorner.second},"safeIndicatorGradient.png",angleToMiddle,PixelLerp(VERY_DARK_BLUE,BLACK,sin(geom2d::pi*game->GetRunTime()*2))});
});
m.SetStrategyDrawFunction([&](AiL*game,Monster&m,const std::string&strategyName){
std::for_each(m.VEC(A::STAGE_POLYGONS).begin(),m.VEC(A::STAGE_POLYGONS).end(),[&](std::any&data){
StageMaskPolygon&polygon{std::any_cast<StageMaskPolygon&>(data)};
Pixel newCol{PixelLerp(VERY_DARK_BLUE,BLACK,sin(geom2d::pi*game->GetRunTime()*2)/2.f+0.5f)};
newCol.a=util::lerp(255.f,0.f,sin(geom2d::pi*game->GetRunTime()*2)/2.f+0.5f);
polygon.SetBlendColor(newCol);
polygon.Draw();
});
});
};
switch(m.phase){
case INITIALIZE:{
m.F(A::RECOVERY_TIME)=ConfigFloat("Beginning Phase.Pillar Cast Delay Time");
m.I(A::PATTERN_REPEAT_COUNT)=ConfigInt("Beginning Phase.Repeat Count");
m.F(A::HEALTH_PCT_PHASE)=1.f;
m.phase=SPAWN_PILLAR_PREPARE;
}break;
case SPAWN_PILLAR_PREPARE:{
m.F(A::RECOVERY_TIME)-=fElapsedTime;
if(m.F(A::RECOVERY_TIME)<=0.f){
m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos();
m.SIZET(A::LOOPING_SOUND_ID)=SoundEffect::PlayLoopingSFX("Rock Toss Cast",m.GetPos());
m.PerformAnimation("CAST",m.GetFacingDirectionToTarget(m.V(A::LOCKON_POS)));
game->AddEffect(std::make_unique<SpellCircle>(m.V(A::LOCKON_POS),ConfigFloat("Beginning Phase.Pillar Cast Time"),"range_indicator.png","spell_insignia.png",m.OnUpperLevel(),vf2d{1.f,1.f}*(MONSTER_DATA.at("Stone Golem Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Golem Pillar").GetSizeMult()/12.f)*1.25f,0.3f,vf2d{},ConfigPixel("Beginning Phase.Pillar Spell Circle Color"),util::random(2*PI),util::degToRad(ConfigFloat("Beginning Phase.Pillar Spell Circle Rotation Spd")),false,vf2d{1.f,1.f}*(MONSTER_DATA.at("Stone Golem Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Golem Pillar").GetSizeMult()/12.f)*0.9f,0.3f,vf2d{},ConfigPixel("Beginning Phase.Pillar Spell Insignia Color"),util::random(2*PI),util::degToRad(ConfigFloat("Beginning Phase.Pillar Spell Insignia Rotation Spd"))),true);
m.F(A::CASTING_TIMER)=ConfigFloat("Beginning Phase.Pillar Cast Time");
m.phase=SPAWN_PILLAR_CAST;
}
}break;
case SPAWN_PILLAR_CAST:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
if(m.F(A::CASTING_TIMER)<=0.f){
SoundEffect::StopLoopingSFX(m.SIZET(A::LOOPING_SOUND_ID));
SoundEffect::PlaySFX("Pillar Rise",m.V(A::LOCKON_POS));
m.I(A::PATTERN_REPEAT_COUNT)--;
game->SpawnMonster(m.V(A::LOCKON_POS),MONSTER_DATA.at("Stone Golem Pillar"),m.OnUpperLevel());
game->Hurt(m.V(A::LOCKON_POS),MONSTER_DATA.at("Stone Golem Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Golem Pillar").GetSizeMult(),MONSTER_DATA.at("Stone Golem Pillar").GetAttack(),m.OnUpperLevel(),0.f,HurtType::PLAYER);
if(m.I(A::PATTERN_REPEAT_COUNT)<=0){
m.phase=STANDARD;
}else{
m.PerformIdleAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));
m.F(A::RECOVERY_TIME)=ConfigFloat("Beginning Phase.Pillar Cast Delay Time");
m.phase=SPAWN_PILLAR_PREPARE;
}
}
}break;
case STANDARD:{
BEAR(m,fElapsedTime,"Bear");
//Extending the bear script's variables to read the state of it...
const bool SlamHasFinished=m.I(A::ATTACK_COUNT)!=m.I(A::BEAR_STOMP_COUNT);
if(SlamHasFinished){
if(m.F(A::HEALTH_PCT_PHASE)-m.GetHealthRatio()>=0.1f){
m.F(A::HEALTH_PCT_PHASE)-=0.1f;
m.F(A::CASTING_TIMER)=ConfigFloat("Shockwave.Cast Time");
PrepareSafeAreas();
m.phase=SHOCKWAVE;
break;
}
const bool StoneThrowRollSucceeds=util::random(100.f)<=ConfigFloat("Standard Attack.Stone Throw Chance");
m.I(A::ATTACK_COUNT)=m.I(A::BEAR_STOMP_COUNT); //Make sure the slams are now reset if necessary.
if(StoneThrowRollSucceeds){ //The intent is one or the other attack is supposed to happen. We can't do the slam and a throw, rerolling repeatedly each tick is unncessary.
m.phase=STONE_THROW_CAST;
m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos();
m.PerformAnimation("TOSS ROCK CAST");
m.F(A::CASTING_TIMER)=ConfigFloat("Standard Attack.Stone Throw Cast Time");
game->AddEffect(std::make_unique<SpellCircle>(m.V(A::LOCKON_POS),ConfigFloat("Standard Attack.Stone Throw Cast Time"),"range_indicator.png","spell_insignia.png",m.OnUpperLevel(),vf2d{1.f,1.f}*(ConfigPixels("Standard Attack.Stone Radius")/12.f)*1.25f,0.3f,vf2d{},ConfigPixel("Standard Attack.Stone Throw Spell Circle Color"),util::random(2*PI),util::degToRad(ConfigFloat("Standard Attack.Stone Throw Spell Circle Rotation Spd")),false,vf2d{1.f,1.f}*(ConfigPixels("Standard Attack.Stone Radius")/12.f)*0.9f,0.3f,vf2d{},ConfigPixel("Standard Attack.Stone Throw Spell Insignia Color"),util::random(2*PI),util::degToRad(ConfigFloat("Standard Attack.Stone Throw Spell Insignia Rotation Spd"))),true);
//Use acceleration equation to determine how much time it takes for the stone to land based on gravity.
const float stoneTossTime{ConfigFloat("Standard Attack.Stone Throw Time")};
//Physics!! Kinematic equation from https://openstax.org/books/physics/pages/3-2-representing-acceleration-with-equations-and-graphs a=(2d)/(t^2)
const float acc{(2*-ConfigFloat("Standard Attack.Stone Throw Height Offset"))/std::pow(stoneTossTime,2.f)};
m.SIZET(A::LOOPING_SOUND_ID)=SoundEffect::PlayLoopingSFX("Rock Toss Cast",m.GetPos());
CreateBullet(LargeStone)(m.GetPos()+vf2d{0,ConfigFloat("Standard Attack.Stone Throw Height Offset")/2.f},ConfigFloat("Standard Attack.Stone Throw Time"),m.V(A::LOCKON_POS),m.F(A::CASTING_TIMER),ConfigPixels("Standard Attack.Stone Radius"),ConfigFloat("Standard Attack.Stone Throw Height Offset"),acc,ConfigInt("Standard Attack.Stone Damage"),ConfigFloat("Standard Attack.Stone Throw Knockback Factor"),m.OnUpperLevel(),false,INFINITY,false,WHITE,vf2d{1,1}*m.GetSizeMult(),util::random(2*PI))EndBullet;
}
}
}break;
case STONE_THROW_CAST:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
if(m.F(A::CASTING_TIMER)<=0.f){
SoundEffect::StopLoopingSFX(m.SIZET(A::LOOPING_SOUND_ID));
m.PerformAnimation("TOSS ROCK");
m.F(A::RECOVERY_TIME)=m.GetCurrentAnimation().GetTotalAnimationDuration();
m.phase=STONE_THROW_FINISH_ANIMATION;
}
}break;
case STONE_THROW_FINISH_ANIMATION:{
m.F(A::RECOVERY_TIME)-=fElapsedTime;
if(m.F(A::RECOVERY_TIME)<=0.f){
m.phase=STANDARD;
}
}break;
case SHOCKWAVE:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
Pixel newCol{PixelLerp(VERY_DARK_BLUE,BLACK,sin(geom2d::pi*game->GetRunTime()*2)/2.f+0.5f)};
newCol.a=util::lerp(255.f,210.f,sin(geom2d::pi*game->GetRunTime()*2)/2.f+0.5f);
game->SetWorldColor(newCol);
if(m.F(A::CASTING_TIMER)<=0.f){
game->SetupWorldShake(ConfigFloat("Shockwave.Shockwave Screen Shake Time"));
bool isSafe{false};
for(std::any&data:m.VEC(A::STAGE_POLYGONS)){
std::vector<geom2d::triangle<float>>collisionTris{any_cast<StageMaskPolygon>(data).GetCollisionTriangles()};
for(geom2d::triangle<float>tri:collisionTris){
if(geom2d::overlaps(game->GetPlayer()->Hitbox(),tri)){
isSafe=true;
goto DoneWithCollisionCheck;
}
}
}
DoneWithCollisionCheck:
if(!isSafe){
game->GetPlayer()->Hurt(ConfigInt("Shockwave.Damage"),m.OnUpperLevel(),m.GetZ());
game->GetPlayer()->Knockback(util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Shockwave.Knockback Amount"));
}
m.VEC(A::STAGE_POLYGONS).clear();
std::for_each(MONSTER_LIST.begin(),MONSTER_LIST.end(),[&](const std::unique_ptr<Monster>&monsterPtr){
if(monsterPtr->GetName()!="Stone Golem Pillar")return;
monsterPtr->_DealTrueDamage(ConfigInt("Shockwave.Pillar Damage"));
});
SoundEffect::PlaySFX("Shockwave",m.GetPos());
game->AddEffect(std::make_unique<ExpandingRing>(m.GetPos(),ConfigFloat("Shockwave.Shockwave Ring Lifetime"),"finishring.png",m.OnUpperLevel(),vf2d{ConfigFloat("Shockwave.Ring Expand Speed"),ConfigFloat("Shockwave.Ring Expand Speed")},vf2d{1.f,1.f},ConfigFloat("Shockwave.Shockwave Fadeout Time"),vf2d{},ConfigPixel("Shockwave.Shockwave Color")),true);
m.phase=STANDARD;
game->SetWorldColor(WHITE);
}
}break;
}
}