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/Crawler/SlimeKing.cpp

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5.6 KiB

#include "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "utils.h"
#include "safemap.h"
#include "Effect.h"
#include "FallingDebris.h"
INCLUDE_game
INCLUDE_BULLET_LIST
INCLUDE_ANIMATION_DATA
typedef Attribute A;
void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumber){
float bulletSpd=ConfigFloat("BulletSpd")/100*24;
m.F(A::SHOOT_RING_TIMER)=std::max(0.f,m.F(A::SHOOT_RING_TIMER)-fElapsedTime);
m.F(A::SHOOT_RING_DELAY)=std::max(0.f,m.F(A::SHOOT_RING_DELAY)-fElapsedTime);
m.F(A::JUMP_LANDING_TIMER)=std::max(0.f,m.F(A::JUMP_LANDING_TIMER)-fElapsedTime);
auto ShootBulletRing=[&](float angleOffset){
int bulletCount=ConfigInt("Phase1.RingBulletCount");
for(int i=0;i<bulletCount;i++){
float angle=((2*PI)/bulletCount)*i+angleOffset;
BULLET_LIST.emplace_back(std::make_unique<Bullet>(m.GetPos(),vf2d{cos(angle),sin(angle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6}));
}
};
auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime){
m.V(A::JUMP_ORIGINAL_POS)=m.GetPos();
m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration;
m.V(A::JUMP_TARGET_POS)=targetPos;
m.F(A::RECOVERY_TIME)=recoveryTime;
m.state=State::JUMP;
};
if(m.state==State::RECOVERY){
m.F(A::RECOVERY_TIME)=std::max(0.f,m.F(A::RECOVERY_TIME)-fElapsedTime);
if(m.F(A::RECOVERY_TIME)==0){
m.state=State::NORMAL;
}
return;
}
if(m.state==State::JUMP){
float jumpLandingTimerRatio=m.F(A::JUMP_LANDING_TIMER)/m.F(A::JUMP_ORIGINAL_LANDING_TIMER);
if(m.GetPos().x>game->GetPlayer()->GetPos().x){
m.SetX(std::max(game->GetPlayer()->GetPos().x,m.GetPos().x-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
} else
if(m.GetPos().x<game->GetPlayer()->GetPos().x){
m.SetX(std::min(game->GetPlayer()->GetPos().x,m.GetPos().x+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
}
if(m.GetPos().y>game->GetPlayer()->GetPos().y){
m.SetY(std::max(game->GetPlayer()->GetPos().y,m.GetPos().y-ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
} else
if(m.GetPos().y<game->GetPlayer()->GetPos().y){
m.SetY(std::min(game->GetPlayer()->GetPos().y,m.GetPos().y+ConfigInt("JumpMoveSpd")*game->GetElapsedTime()));
}
if(m.F(A::JUMP_LANDING_TIMER)>=m.F(A::JUMP_ORIGINAL_LANDING_TIMER)/2){
m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),1-jumpLandingTimerRatio));
}else{
m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),jumpLandingTimerRatio*2));
}
if(m.F(A::JUMP_LANDING_TIMER)==0){
m.state=State::RECOVERY;
game->SetupWorldShake(0.6);
geom2d::line<float>lineToPlayer(m.GetPos(),game->GetPlayer()->GetPos());
float dist=lineToPlayer.length();
for(int i=0;i<200;i++){
float randomDir=util::random(2*PI);
game->AddEffect(std::make_unique<FallingDebris>(m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*m.GetSizeMult()*8,util::random(1),"circle.png",m.OnUpperLevel(),vf2d{1,1},0.5,vf2d{cos(randomDir)*util::random(5),sin(randomDir)*-util::random(15)-5}*30,BLACK),true);
}
if(dist<12*m.GetSizeMult()){
game->GetPlayer()->Hurt(ConfigInt("JumpAttackDamage"),m.OnUpperLevel(),m.GetZ());
if(dist<0.001){
float randomDir=util::random(2*PI);
lineToPlayer={m.GetPos(),m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*1};
}
game->GetPlayer()->Knockback(lineToPlayer.vector().norm()*ConfigInt("JumpKnockbackFactor"));
}
m.SetStrategyDrawFunction([](Crawler*game){});
} else
if(m.F(A::JUMP_LANDING_TIMER)<=ConfigFloat("JumpWarningIndicatorTime")){
m.SetStrategyDrawFunction([&](Crawler*game){
Decal*dec=ANIMATION_DATA["range_indicator.png"].GetFrame(game->GetElapsedTime()).GetSourceImage()->Decal();
game->view.DrawRotatedDecal(m.GetPos(),dec,0,dec->sprite->Size()/2,vf2d{m.GetSizeMult(),m.GetSizeMult()},RED);
});
}
return;
}
switch(m.phase){
case 0:{
m.size=ConfigInt("Phase1.Size")/100;
m.diesNormally=false;
m.F(A::IFRAME_TIME_UPON_HIT)=0;
m.iframe_timer=ConfigFloat("Phase5.IframeTimePerHit");
m.phase=1;
}break;
case 1:{
if(m.hp<=m.maxhp*ConfigFloat("Phase2.Change")/100){
m.phase=2;
m.SetSize(ConfigFloat("Phase2.Size")/100,false);
}
if(m.F(A::SHOOT_RING_TIMER)==0){
if(m.I(A::PATTERN_REPEAT_COUNT)>=ConfigInt("Phase1.JumpAfter")){
StartJump(ConfigFloat("Phase1.AirborneTime"),game->GetPlayer()->GetPos(),ConfigFloat("Phase1.LandingRecoveryTime"));
m.I(A::PATTERN_REPEAT_COUNT)=0;
return;
}
m.I(A::SHOOT_RING_COUNTER)=ConfigInt("Phase1.ShootRingCount")-1;
m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
m.F(A::SHOOT_RING_TIMER)=ConfigFloat("Phase1.ShootRepeatTime");
m.B(A::SHOOT_RING_RIGHT)=bool(rand()%2);
m.I(A::PATTERN_REPEAT_COUNT)++;
}
if(m.I(A::SHOOT_RING_COUNTER)>0){
if(m.F(A::SHOOT_RING_DELAY)==0){
m.I(A::SHOOT_RING_COUNTER)--;
m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
if(m.B(A::SHOOT_RING_RIGHT)){
m.F(A::SHOOT_RING_OFFSET)+=util::degToRad(ConfigFloat("Phase1.RingOffset"));
}else{
m.F(A::SHOOT_RING_OFFSET)-=util::degToRad(ConfigFloat("Phase1.RingOffset"));
}
ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
}
}
}break;
case 2:{
if(m.hp<=m.maxhp*ConfigFloat("Phase3.Change")/100){
m.phase=3;
m.SetSize(ConfigFloat("Phase3.Size")/100,false);
}
}break;
case 3:{
if(m.hp<=m.maxhp*ConfigFloat("Phase4.Change")/100){
m.phase=4;
m.SetSize(ConfigFloat("Phase4.Size")/100,false);
}
}break;
case 4:{
if(m.hp<=0){
m.phase=5;
m.F(A::IFRAME_TIME_UPON_HIT)=1;
}
}break;
}
}