The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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109 lines
4.5 KiB
109 lines
4.5 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 "Monster.h"
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#include "AdventuresInLestoria.h"
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#include "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "BulletTypes.h"
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#include "SoundEffect.h"
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INCLUDE_game
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INCLUDE_BULLET_LIST
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INCLUDE_GFX
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INCLUDE_MONSTER_LIST
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INCLUDE_MONSTER_DATA
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using A=Attribute;
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void Monster::STRATEGY::BEAR(Monster&m,float fElapsedTime,std::string strategy){
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switch(m.I(A::PHASE)){
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case 0:{
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float distToPlayer=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).length();
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if(distToPlayer<operator""_Pixels(ConfigFloat("Attack Range"))){
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m.I(A::PHASE)=1;
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m.PerformShootAnimation();
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m.F(A::CASTING_TIMER)=ConfigFloat("Chargeup Time");
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m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos();
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m.SetStrategyDrawFunction([](AiL*game,Monster&m,const std::string&strategy){
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if(m.IsAlive()){
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game->view.DrawRotatedDecal(m.V(A::LOCKON_POS),GFX["range_indicator.png"].Decal(),0.f,{12.f,12.f},vf2d{ConfigFloat("Smash Attack Diameter"),ConfigFloat("Smash Attack Diameter")}/100.f,{255,255,0,160});
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}
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});
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m.RotateTowardsPos(m.V(A::LOCKON_POS));
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}else{
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m.target=game->GetPlayer()->GetPos();
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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}
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}break;
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case 1:{
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m.F(A::CASTING_TIMER)=std::max(0.f,m.F(A::CASTING_TIMER)-fElapsedTime);
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if(m.F(A::CASTING_TIMER)==0.f){
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m.I(A::PHASE)=2;
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m.F(A::CASTING_TIMER)=ConfigFloat("Attack Animation Wait Time");
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m.PerformOtherAnimation(0);
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}
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}break;
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case 2:{
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m.F(A::CASTING_TIMER)=std::max(0.f,m.F(A::CASTING_TIMER)-fElapsedTime);
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if(m.F(A::CASTING_TIMER)==0.f){
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SoundEffect::PlaySFX("Bear Slam Attack",m.V(A::LOCKON_POS));
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m.I(A::PHASE)=0;
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m.I(A::BEAR_STOMP_COUNT)++;
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geom2d::circle<float>attackCircle={m.V(A::LOCKON_POS),float(operator""_Pixels(ConfigFloat("Smash Attack Diameter"))/2.f)};
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if(geom2d::overlaps(attackCircle,game->GetPlayer()->Hitbox())){
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if(game->GetPlayer()->Hurt(m.GetAttack(),m.OnUpperLevel(),0.f)){
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game->GetPlayer()->Knockup(ConfigFloat("Attack Knockup Duration"));
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vf2d playerDirVecNorm=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).vector().norm();
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game->GetPlayer()->Knockback(playerDirVecNorm*ConfigFloat("Attack Knockback Amount"));
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}
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}
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for(Monster&otherM:MONSTER_LIST){
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if(!otherM.AttackAvoided(m.GetZ())&&&m!=&otherM&&geom2d::overlaps(attackCircle,otherM.Hitbox())){
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otherM.Knockup(ConfigFloat("Attack Knockup Duration"));
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vf2d monsterDirVecNorm=geom2d::line<float>(m.GetPos(),otherM.GetPos()).vector().norm();
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game->GetPlayer()->Knockback(monsterDirVecNorm*ConfigFloat("Attack Knockback Amount"));
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}
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}
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m.spriteRot=0.f;
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game->SetupWorldShake(0.2f);
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m.SetStrategyDrawFunction([&](AiL*game,Monster&m,const std::string&strategy){});
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}
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}break;
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}
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} |