The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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96 lines
3.0 KiB
96 lines
3.0 KiB
#include "Monster.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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#include "MonsterStrategyHelpers.h"
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INCLUDE_BULLET_LIST
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INCLUDE_game
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void Monster::STRATEGY::SHOOT_AFAR(Monster&m,float fElapsedTime,int strategyNumber){
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m.targetAcquireTimer=std::max(0.f,m.targetAcquireTimer-fElapsedTime);
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m.attackCooldownTimer=std::max(0.f,m.attackCooldownTimer-fElapsedTime);
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if(m.queueShotTimer>0){
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m.queueShotTimer-=fElapsedTime;
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if(m.queueShotTimer<0){
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m.queueShotTimer=0;
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{
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BULLET_LIST.push_back(std::make_unique<Bullet>(Bullet(m.pos + vf2d{ 0,-4 }, geom2d::line(m.pos + vf2d{ 0,-4 }, game->GetPlayer()->GetPos()).vector().norm() * 24 * ConfigInt("BulletSpeed")/100.f, 12.f*ConfigInt("BulletSize")/100.f, m.GetAttack(),m.upperLevel,false, { uint8_t(ConfigIntArr("BulletColor",0)),uint8_t(ConfigIntArr("BulletColor",1)),uint8_t(ConfigIntArr("BulletColor",2)),uint8_t(ConfigIntArr("BulletColor",3) )},{ConfigInt("BulletSize")/100.f*8,ConfigInt("BulletSize")/100.f*8})));
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}
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}
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}
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geom2d::line line(m.pos,game->GetPlayer()->GetPos());
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if(m.targetAcquireTimer==0&&m.queueShotTimer==0){
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m.targetAcquireTimer=1;
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if(line.length()<24.f*ConfigInt("Range")/100.f){
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m.target=line.upoint(-1.2);
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if(m.canMove){
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m.SetState(State::MOVE_AWAY);
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} else {
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m.SetState(State::NORMAL);
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}
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} else
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if(line.length()>24.f*ConfigInt("CloseInRange")/100.0f){
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m.target=line.upoint(1.2);
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m.SetState(State::MOVE_TOWARDS);
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} else {
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m.SetState(State::NORMAL);
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}
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}
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m.canMove=true;
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geom2d::line moveTowardsLine=geom2d::line(m.pos,m.target);
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bool pathfindingDecision=false;
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switch(m.state){
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case State::MOVE_TOWARDS:{
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if(moveTowardsLine.length()>1){
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vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
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bool movedX=m.SetX(newPos.x);
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bool movedY=m.SetY(newPos.y);
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pathfindingDecision=movedX|movedY;
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m.canMove=movedX&&movedY;
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}
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if(!pathfindingDecision){
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m.StartPathfinding(2.5);
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}else
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if(line.length()<=24.f*ConfigInt("CloseInRange")/100.0f){
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m.SetState(State::NORMAL);
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}
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if(moveTowardsLine.vector().x>0){
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m.facingDirection=RIGHT;
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} else {
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m.facingDirection=LEFT;
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}
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m.PerformJumpAnimation();
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}break;
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case State::MOVE_AWAY:{
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if(moveTowardsLine.length()>1){
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vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
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bool movedX=m.SetX(newPos.x);
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bool movedY=m.SetY(newPos.y);
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pathfindingDecision=movedX|movedY;
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m.canMove=movedX&&movedY;
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}
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if(!pathfindingDecision){
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m.StartPathfinding(2.5);
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}else
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if(line.length()>=24.f*ConfigInt("Range")/100.f){
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m.SetState(State::NORMAL);
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}
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if(moveTowardsLine.vector().x>0){
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m.facingDirection=RIGHT;
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} else {
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m.facingDirection=LEFT;
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}
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m.PerformJumpAnimation();
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}break;
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case State::PATH_AROUND:{
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m.PathAroundBehavior(fElapsedTime);
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}break;
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default:{
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if(m.attackCooldownTimer==0){
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m.attackCooldownTimer=ConfigFloat("ShootingSpeed");
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m.queueShotTimer=std::min(m.attackCooldownTimer-0.001,0.7);
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m.PerformShootAnimation();
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}
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}
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}
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} |