The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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107 lines
4.3 KiB
107 lines
4.3 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 "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "AdventuresInLestoria.h"
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#include "SoundEffect.h"
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#include "BulletTypes.h"
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using A=Attribute;
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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void Monster::STRATEGY::GIANT_OCTOPUS(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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INIT,
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IDENTIFY_ARMS,
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NORMAL,
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};
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switch(PHASE()){
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case INIT:{
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m.F(A::BREAK_TIME)=0.5f;
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SETPHASE(IDENTIFY_ARMS);
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}break;
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case IDENTIFY_ARMS:{
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m.F(A::BREAK_TIME)-=fElapsedTime;
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if(m.F(A::BREAK_TIME)<=0.f){
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m.F(A::CASTING_TIMER)=util::random_range(ConfigFloatArr("Tentacle Move Timer",0),ConfigFloatArr("Tentacle Move Timer",1));
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for(std::shared_ptr<Monster>&arm:MONSTER_LIST){
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const std::string OCTOPUS_ARM_NAME{"Octopus Arm"};
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if(arm->GetName()==OCTOPUS_ARM_NAME){
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std::weak_ptr<Monster>armPtr{arm};
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m.VEC(A::ARM_LIST).emplace_back(armPtr);
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m.VEC(A::ARM_LOCATIONS).emplace_back(armPtr.lock()->GetPos());
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}
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}
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SETPHASE(NORMAL);
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}
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}break;
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case NORMAL:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0.f){
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int deadMonsterCount{0};
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std::vector<vf2d>tempArmLocs;
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std::vector<std::any>liveArms{std::find_if(m.VEC(A::ARM_LIST).begin(),m.VEC(A::ARM_LIST).end(),[](const std::any&arm){
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const std::weak_ptr<Monster>&m{std::any_cast<std::weak_ptr<Monster>>(arm)};
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return !m.expired()&&m.lock()->IsAlive();
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})};
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for(int index{0};std::any&arm:m.VEC(A::ARM_LIST)){
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const std::weak_ptr<Monster>&armM{std::any_cast<std::weak_ptr<Monster>>(arm)};
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if(armM.expired()||armM.lock()->IsDead()){
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deadMonsterCount++;
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if(!armM.expired())tempArmLocs.emplace_back(std::any_cast<vf2d>(armM.lock()->VEC(A::ARM_LOCATIONS)[index]));
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}
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index++;
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}
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const bool AtLeastOneArmAlive{deadMonsterCount!=m.VEC(A::ARM_LIST).size()};
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if(deadMonsterCount>0&&AtLeastOneArmAlive){
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const std::weak_ptr<Monster>&randomArm{std::any_cast<std::weak_ptr<Monster>>(liveArms[util::random()%liveArms.size()])};
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const vf2d&randomLoc{std::any_cast<vf2d>(randomArm.lock()->VEC(A::ARM_LOCATIONS))};
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randomArm.lock()->PerformAnimation("SUBMERGE");
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randomArm.lock()->SetPhase(strategy,randomArm.lock()->I(A::SUBMERGE_STRAT_ID));
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randomArm.lock()->GetFloat(A::RECOVERY_TIME)=randomArm.lock()->GetCurrentAnimation().GetTotalAnimationDuration();
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randomArm.lock()->SetCollisionRadius(0.f);
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randomArm.lock()->V(A::JUMP_TARGET_POS)=randomLoc;
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}
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m.F(A::CASTING_TIMER)=util::random_range(ConfigFloatArr("Tentacle Move Timer",0),ConfigFloatArr("Tentacle Move Timer",1));
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}
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}break;
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}
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} |