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/Adventures in Lestoria/Stone_Elemental.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "BulletTypes.h"
#include "util.h"
#include "SoundEffect.h"
INCLUDE_game
INCLUDE_BULLET_LIST
using A=Attribute;
/*
* Every 2 seconds after completing an attack do one of the following attacks:
Casts a Stone Pillar on the location of the Player: radius 350. Hits with 3 seconds delay. Becomes an solid object (Player colision) and decays after 5 seconds again.
If the Stone pillar would hit the Stone Elemental it will move out of its range.
Shoot a Stone (bullet) in the direction of the target.
The Stone gets created in form of a Cone and tracks the player movement without moving for the first second.
Once it locks it doesnt move for another second. then it starts flying towards the player with 3x the normal Bullet speed.
Dive under earth and show up 1 second later in a random location 400-700 away from player. while emerging shoot a ring of bullets (0.5x Attack)
(maybe emerge with 200 away from anything with colision to avoid the Elemental getting stuck? Other solutions for that are welcome aswell)
if range to player > 1200 always use 3rd attack
*/
void Monster::STRATEGY::STONE_ELEMENTAL(Monster&m,float fElapsedTime,std::string strategy){
enum PhaseName{
INITIALIZE,
WAITING,
STONE_PILLAR_CAST,
SHOOT_STONE_CAST,
DIVE_UNDERGROUND_DIG,
DIVE_UNDERGROUND_MOVE,
DIVE_UNDERGROUND_SURFACE,
};
auto ReturnToWaitingPhase=[&](){
m.phase=WAITING;
m.PerformIdleAnimation();
m.F(A::ATTACK_COOLDOWN)=0.f;
};
switch(m.phase){
case INITIALIZE:{
m.F(A::ATTACK_COOLDOWN)=util::random(ConfigFloat("Attack Wait Time")/1.5f);
m.phase=WAITING;
}break;
case WAITING:{
m.F(A::ATTACK_COOLDOWN)+=fElapsedTime;
if(m.F(A::ATTACK_COOLDOWN)>=ConfigFloat("Attack Wait Time")){
int randomAttackChoice=util::random()%3;
float distToPlayer=util::distance(m.GetPos(),game->GetPlayer()->GetPos());
if(distToPlayer>=ConfigPixels("Auto Dive Range"))randomAttackChoice=2; //Force dig attack if too far away.
switch(randomAttackChoice){
case 0:{
m.PerformAnimation("STONE PILLAR CAST");
m.SIZET(A::LOOPING_SOUND_ID)=SoundEffect::PlayLoopingSFX("Rock Toss Cast",m.GetPos());
m.phase=STONE_PILLAR_CAST;
m.F(A::CASTING_TIMER)=ConfigFloat("Stone Pillar Cast Time");
m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos();
game->AddEffect(std::make_unique<SpellCircle>(m.V(A::LOCKON_POS),ConfigFloat("Stone Pillar Cast Time"),"range_indicator.png","spell_insignia.png",m.OnUpperLevel(),vf2d{1.f,1.f}*(MONSTER_DATA.at("Stone Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Pillar").GetSizeMult()/12.f)*1.25f,0.3f,vf2d{},ConfigPixel("Stone Pillar Spell Circle Color"),util::random(2*PI),util::degToRad(ConfigFloat("Stone Pillar Spell Circle Rotation Spd")),false,vf2d{1.f,1.f}*(MONSTER_DATA.at("Stone Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Pillar").GetSizeMult()/12.f)*0.9f,0.3f,vf2d{},ConfigPixel("Stone Pillar Spell Insignia Color"),util::random(2*PI),util::degToRad(ConfigFloat("Stone Pillar Spell Insignia Rotation Spd"))),false);
}break;
case 1:{
m.PerformAnimation("ROCK TOSS CAST");
m.SIZET(A::LOOPING_SOUND_ID)=SoundEffect::PlayLoopingSFX("Rock Toss Cast",m.GetPos());
m.phase=SHOOT_STONE_CAST;
m.B(A::PLAYED_FLAG)=false;
m.F(A::CASTING_TIMER)=ConfigFloat("Rock Toss Track Time")+ConfigFloat("Rock Toss Wait Time");
CreateBullet(LevitatingRock)(m,game->GetPlayer()->GetPos(),1.f,0.f,ConfigPixels("Rock Toss Max Spawn Distance"),ConfigFloat("Rock Toss Track Time"),ConfigFloat("Rock Toss Wait Time"),ConfigFloat("Rock Toss Bullet Speed"),ConfigFloat("Rock Radius"),std::max(1,ConfigInt("Rock Toss Damage")/5),m.OnUpperLevel(),false,WHITE,vf2d{1,1})EndBullet;
const int masterRockInd=BULLET_LIST.size()-1;
CreateBullet(LevitatingRock)(m,game->GetPlayer()->GetPos(),1.f,util::degToRad(-20.f),ConfigPixels("Rock Toss Max Spawn Distance")*0.75f,ConfigFloat("Rock Toss Track Time"),ConfigFloat("Rock Toss Wait Time"),ConfigFloat("Rock Toss Bullet Speed"),ConfigFloat("Rock Radius")*0.6f,std::max(1,ConfigInt("Rock Toss Damage")/5),m.OnUpperLevel(),false,WHITE,vf2d{0.6f,0.6f})EndBullet;
CreateBullet(LevitatingRock)(m,game->GetPlayer()->GetPos(),1.f,util::degToRad(-40.f),ConfigPixels("Rock Toss Max Spawn Distance")*0.5f,ConfigFloat("Rock Toss Track Time"),ConfigFloat("Rock Toss Wait Time"),ConfigFloat("Rock Toss Bullet Speed"),ConfigFloat("Rock Radius")*0.6f,std::max(1,ConfigInt("Rock Toss Damage")/5),m.OnUpperLevel(),false,WHITE,vf2d{0.6f,0.6f})EndBullet;
CreateBullet(LevitatingRock)(m,game->GetPlayer()->GetPos(),1.f,util::degToRad(20.f),ConfigPixels("Rock Toss Max Spawn Distance")*0.75f,ConfigFloat("Rock Toss Track Time"),ConfigFloat("Rock Toss Wait Time"),ConfigFloat("Rock Toss Bullet Speed"),ConfigFloat("Rock Radius")*0.6f,std::max(1,ConfigInt("Rock Toss Damage")/5),m.OnUpperLevel(),false,WHITE,vf2d{0.6f,0.6f})EndBullet;
CreateBullet(LevitatingRock)(m,game->GetPlayer()->GetPos(),1.f,util::degToRad(40.f),ConfigPixels("Rock Toss Max Spawn Distance")*0.5f,ConfigFloat("Rock Toss Track Time"),ConfigFloat("Rock Toss Wait Time"),ConfigFloat("Rock Toss Bullet Speed"),ConfigFloat("Rock Radius")*0.6f,std::max(1,ConfigInt("Rock Toss Damage")/5),m.OnUpperLevel(),false,WHITE,vf2d{0.6f,0.6f})EndBullet;
auto bulletListEndIter{BULLET_LIST.end()};
for(int i=0;i<4;i++){ //This is going to assign the last four stones we created as slaves to the first rock so that their directions can all be changed together.
bulletListEndIter--;
((LevitatingRock*)(*bulletListEndIter).get())->AssignMaster((LevitatingRock*)BULLET_LIST[masterRockInd].get());
}
}break;
case 2:{
SoundEffect::PlaySFX("Dig",m.GetPos());
m.PerformAnimation("BURROW UNDERGROUND");
m.phase=DIVE_UNDERGROUND_DIG;
m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
}break;
}
}
}break;
case STONE_PILLAR_CAST:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
if(m.F(A::CASTING_TIMER)<=0.f){
SoundEffect::StopLoopingSFX(m.SIZET(A::LOOPING_SOUND_ID));
SoundEffect::PlaySFX("Pillar Rise",m.V(A::LOCKON_POS));
game->SpawnMonster(m.V(A::LOCKON_POS),MONSTER_DATA.at("Stone Pillar"),m.OnUpperLevel());
ReturnToWaitingPhase();
game->Hurt(m.V(A::LOCKON_POS),MONSTER_DATA.at("Stone Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Pillar").GetSizeMult(),m.GetAttack(),m.OnUpperLevel(),0.f,HurtType::PLAYER);
}
if(geom2d::overlaps(geom2d::circle<float>{m.V(A::LOCKON_POS),MONSTER_DATA.at("Stone Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Pillar").GetSizeMult()},geom2d::circle<float>{m.GetPos(),m.GetCollisionRadius()})){
geom2d::line<float>stonePillarCastLine{m.V(A::LOCKON_POS),m.GetPos()};
const vf2d targetWalkPos=stonePillarCastLine.rpoint(stonePillarCastLine.length()+48.f);
m.target=targetWalkPos;
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
m.PerformAnimation("STONE PILLAR CAST");
m.UpdateFacingDirection(targetWalkPos);
}else{
m.PerformAnimation("STONE PILLAR CAST");
m.UpdateFacingDirection(m.V(A::LOCKON_POS));
}
}break;
case SHOOT_STONE_CAST:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
if(m.F(A::CASTING_TIMER)>=ConfigFloat("Rock Toss Wait Time")-ConfigFloat("Rock Toss Track Time")){
SoundEffect::StopLoopingSFX(m.SIZET(A::LOOPING_SOUND_ID));
m.PerformAnimation("STONE PILLAR CAST");
m.UpdateFacingDirection(game->GetPlayer()->GetPos());
}
if(m.F(A::CASTING_TIMER)>=ConfigFloat("Rock Toss Track Time")&&!m.B(A::PLAYED_FLAG)){
SoundEffect::PlaySFX("Rock Break",m.GetPos());
m.B(A::PLAYED_FLAG)=true;
}
if(m.F(A::CASTING_TIMER)<=0.f){
SoundEffect::StopLoopingSFX(m.SIZET(A::LOOPING_SOUND_ID));
ReturnToWaitingPhase();
}
}break;
case DIVE_UNDERGROUND_DIG:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
if(m.F(A::CASTING_TIMER)<=0.f){
m.phase=DIVE_UNDERGROUND_MOVE;
float randomAngle=util::random(2*PI);
const float minDist=ConfigPixelsArr("Burrow Teleport Distance",0);
const float maxDist=ConfigPixelsArr("Burrow Teleport Distance",1);
const float distRange=maxDist-minDist;
float randomDist=util::random(distRange)+minDist;
m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos()+vf2d{randomDist,randomAngle}.cart();
m.target=m.V(A::LOCKON_POS);
m.targetAcquireTimer=INFINITY;
m.SetState(State::MOVE_TOWARDS);
const float baseMoveSpd=100.f*m.GetMoveSpdMult();
const float distToTarget=geom2d::line<float>(m.GetPos(),m.V(A::LOCKON_POS)).length();
const float targetMoveSpdRatio=std::max(0.f,distToTarget/baseMoveSpd/ConfigFloat("Burrow Wait Time")-1);
m.AddBuff(BuffType::SPEEDBOOST,ConfigFloat("Burrow Wait Time"),targetMoveSpdRatio);
m.F(A::CASTING_TIMER)=ConfigFloat("Burrow Wait Time");
m.B(A::IGNORE_DEFAULT_ANIMATIONS)=true;
m.ApplyIframes(ConfigFloat("Burrow Wait Time")+m.GetAnimation("RISE FROM UNDERGROUND").GetTotalAnimationDuration());
}
}break;
case DIVE_UNDERGROUND_MOVE:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
if(m.F(A::CASTING_TIMER)<=0.f){
m.B(A::IGNORE_DEFAULT_ANIMATIONS)=false;
SoundEffect::PlaySFX("Rise",m.GetPos());
m.PerformAnimation("RISE FROM UNDERGROUND");
m.phase=DIVE_UNDERGROUND_SURFACE;
m.targetAcquireTimer=0;
m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
const float bulletAngRandomOffset{util::random(PI/2)};
for(int i=0;i<ConfigInt("Burrow Ring Bullet Count");i++){
const float bulletAngle=((2*PI)/ConfigInt("Burrow Ring Bullet Count"))*i+bulletAngRandomOffset;
CreateBullet(Bullet)(m.GetPos()+vf2d{0,4*m.GetSizeMult()},vf2d{ConfigFloat("Burrow Ring Bullet Speed"),bulletAngle}.cart(),ConfigFloat("Burrow Ring Bullet Size"),ConfigInt("Burrow Ring Bullet Damage"),m.OnUpperLevel(),false,ConfigPixel("Burrow Ring Bullet Color"),vf2d{ConfigFloat("Burrow Ring Bullet Size")/3,ConfigFloat("Burrow Ring Bullet Size")/3})EndBullet;
BULLET_LIST.back()->SetIframeTimeOnHit(0.15f);
}
}
}break;
case DIVE_UNDERGROUND_SURFACE:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
if(m.F(A::CASTING_TIMER)<=0.f){
ReturnToWaitingPhase();
}
}break;
}
}