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
4.8 KiB
113 lines
4.8 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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#include "BulletTypes.h"
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#include "util.h"
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#include "SoundEffect.h"
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INCLUDE_game
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using A=Attribute;
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/*
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* Attack Strategie: Fly circles at the edge of the Players Screen. every 8 seconds charge on players location to the other corner of the screen.
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* */
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void Monster::STRATEGY::HAWK(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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INITIALIZE,
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FLYING,
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PREPARE_CHARGE,
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CHARGE
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};
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#pragma region Flying Hover Effect
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m.SetZ(std::max(m.F(A::FLYING_HEIGHT)+ConfigFloat("Flight Oscillation Amount")*sin((PI*m.TimeSpentAlive())/1.5f),0.f));
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#pragma endregion
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switch(m.phase){
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case INITIALIZE:{
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m.F(A::TARGET_FLYING_HEIGHT)=m.F(A::FLYING_HEIGHT)=ConfigFloat("Flight Height")-ConfigFloat("Flight Height Variance")+util::random_range(0,ConfigFloat("Flight Height Variance")*2);
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m.B(A::RANDOM_DIRECTION)=int(util::random_range(0,2));
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m.phase=FLYING;
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m.AddBuff(BuffType::SELF_INFLICTED_SLOWDOWN,INFINITE,util::random_range(0,ConfigFloat("Flight Speed Variance")/100));
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m.F(A::ATTACK_COOLDOWN)=util::random_range(1.f,ConfigFloat("Flight Charge Cooldown"));
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}break;
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case FLYING:{
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m.F(A::ATTACK_COOLDOWN)-=fElapsedTime;
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if(m.F(A::FLYING_HEIGHT)<m.F(A::TARGET_FLYING_HEIGHT))m.F(A::FLYING_HEIGHT)=std::min(m.F(A::TARGET_FLYING_HEIGHT),m.F(A::FLYING_HEIGHT)+ConfigFloat("Attack Z Speed")*fElapsedTime);
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if(m.F(A::ATTACK_COOLDOWN)<=0){
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m.F(A::CASTING_TIMER)=ConfigFloat("Attack Wait Time");
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m.phase=PREPARE_CHARGE;
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}else{
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float dirToPlayer{util::pointTo(game->GetPlayer()->GetPos(),m.GetPos()).polar().y};
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dirToPlayer+=m.B(A::RANDOM_DIRECTION)?0.25*PI:-0.25*PI;
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m.target=game->GetPlayer()->GetPos()+vf2d{ConfigFloat("Flight Distance"),dirToPlayer}.cart();
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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}
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}break;
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case PREPARE_CHARGE:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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m.UpdateFacingDirection(game->GetPlayer()->GetPos());
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m.PerformAnimation("ATTACK");
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if(m.F(A::CASTING_TIMER)<=0){
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m.phase=CHARGE;
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m.PerformAnimation("ATTACKING");
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m.target=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).rpoint(ConfigFloat("Flight Distance")*2.f);
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m.UpdateFacingDirection(m.target);
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}
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}break;
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case CHARGE:{
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m.B(A::IGNORE_DEFAULT_ANIMATIONS)=true;
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if(m.F(A::FLYING_HEIGHT)>-ConfigFloat("Flight Oscillation Amount"))m.F(A::FLYING_HEIGHT)=std::max(-ConfigFloat("Flight Oscillation Amount"),m.F(A::FLYING_HEIGHT)-ConfigFloat("Attack Z Speed")*fElapsedTime);
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m.targetAcquireTimer=1.f;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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float distToTarget=geom2d::line<float>(m.GetPos(),m.target).length();
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if(distToTarget<12.f){
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m.F(A::TARGET_FLYING_HEIGHT)=ConfigFloat("Flight Height")-ConfigFloat("Flight Height Variance")+util::random_range(0,ConfigFloat("Flight Height Variance")*2);
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m.phase=FLYING;
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m.F(A::ATTACK_COOLDOWN)=ConfigFloat("Flight Charge Cooldown");
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m.PerformJumpAnimation();
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}
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m.B(A::IGNORE_DEFAULT_ANIMATIONS)=false;
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}break;
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}
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} |