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/RunTowards.cpp

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#include "Monster.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "MonsterStrategyHelpers.h"
INCLUDE_game
INCLUDE_MONSTER_DATA
void Monster::STRATEGY::RUN_TOWARDS(Monster&m,float fElapsedTime,int strategyNumber){
m.targetAcquireTimer=std::max(0.f,m.targetAcquireTimer-fElapsedTime);
if(m.targetAcquireTimer==0){
m.targetAcquireTimer=ConfigFloat("WaitTime");
auto desiredTargetLine = geom2d::line(m.pos,game->GetPlayer()->GetPos());
if(desiredTargetLine.length()>=ConfigInt("MaxDistance")/100.f*24){
//Trim to max distance desired.
m.target=desiredTargetLine.rpoint(ConfigInt("MaxDistance")/100.f*24);
} else {
m.target=desiredTargetLine.upoint(1.2);
}
m.SetState(State::MOVE_TOWARDS);
m.hasHitPlayer=false;
}
switch(m.state){
case State::MOVE_TOWARDS:{
if(geom2d::line(m.pos,m.target).length()>100*fElapsedTime*m.GetMoveSpdMult()){
vf2d newPos=m.pos+geom2d::line(m.pos,m.target).vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
if(!m.SetX(newPos.x)||!m.SetY(newPos.y)){
m.StartPathfinding(4);
}
m.PerformJumpAnimation();
} else {
m.SetState(State::NORMAL);//Revert state once we've finished moving towards target.
m.UpdateAnimation(MONSTER_DATA[m.id].GetIdleAnimation());
}
}break;
case State::PATH_AROUND:{
m.PathAroundBehavior(fElapsedTime);
}break;
default:{
}
}
}