The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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162 lines
5.6 KiB
162 lines
5.6 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 "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Monster.h"
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#include "MonsterStrategyHelpers.h"
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#include "BulletTypes.h"
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#include "util.h"
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INCLUDE_game
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INCLUDE_MONSTER_DATA
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using A=Attribute;
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void Monster::STRATEGY::ZEPHY(Monster&m,float fElapsedTime,std::string strategy){
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enum Phase{
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INITIALIZE,
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IDLE,
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FLY_ACROSS_PREPARE,
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FLY_ACROSS,
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TORNADO_ATTACK_PREPARE,
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TORNADO_ATTACK,
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WIND_ATTACK,
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HALFHEALTH_PHASE,
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};
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enum class AttackChoice{
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RIGHT,
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LEFT
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};
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if(m.phase!=HALFHEALTH_PHASE)m.F(A::SPAWNER_TIMER)-=fElapsedTime;
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if(m.F(A::SPAWNER_TIMER)<=0.f){
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const float randomDir=util::random(2*PI);
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game->SpawnMonster(m.GetPos()+vf2d{ConfigFloat("Basic Hawk Spawn Radius"),randomDir}.cart(),MONSTER_DATA.at("Hawk_NOXP"),m.OnUpperLevel());
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m.F(A::SPAWNER_TIMER)=ConfigFloat("Basic Hawk Spawn Time");
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}
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switch(m.phase){
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case INITIALIZE:{
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m.F(A::SPAWNER_TIMER)=ConfigFloat("Basic Hawk Spawn Time");
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m.phase=IDLE;
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}break;
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case IDLE:{
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const int randomAttackChoice=util::random()%2;
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switch(randomAttackChoice){
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case 0:{
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m.I(A::ATTACK_CHOICE)=util::random()%2;
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const bool RightDirectionChosen=m.I(A::ATTACK_CHOICE)==int(AttackChoice::RIGHT);
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if(RightDirectionChosen)m.target=ConfigVec("Fly Across Attack.Right Edge Start Pos");
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else m.target=ConfigVec("Fly Across Attack.Left Edge Start Pos");
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m.phase=FLY_ACROSS_PREPARE;
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}break;
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case 1:{
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m.phase=TORNADO_ATTACK_PREPARE;
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m.target=ConfigVec("Tornado Attack.Arena Center");
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}break;
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case 2:{
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m.phase=WIND_ATTACK;
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}break;
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case 3:{
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m.phase=HALFHEALTH_PHASE;
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}break;
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}
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}break;
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case FLY_ACROSS_PREPARE:{
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m.targetAcquireTimer=20.f;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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if(m.ReachedTargetPos()){
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const bool RightDirectionChosen=m.I(A::ATTACK_CHOICE)==int(AttackChoice::RIGHT);
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//We're choosing the opposite side of the field to direct the boss towards for this attack.
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if(RightDirectionChosen)m.target=ConfigVec("Fly Across Attack.Left Edge Start Pos");
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else m.target=ConfigVec("Fly Across Attack.Right Edge Start Pos");
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m.phase=FLY_ACROSS;
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m.AddBuff(BuffType::SPEEDBOOST,INFINITY,ConfigFloat("Fly Across Attack.Move Speed Multiplier")-1.f);
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}
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}break;
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case FLY_ACROSS:{
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m.targetAcquireTimer=20.f;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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m.F(A::SHOOT_TIMER)-=fElapsedTime;
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if(m.F(A::SHOOT_TIMER)<=0.f){
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CreateBullet(Bullet)(m.GetPos(),vf2d{0.f,ConfigFloat("Fly Across Attack.Attack Y Speed")},4,ConfigInt("Fly Across Attack.Poop Damage"),"birdpoop.png",m.OnUpperLevel(),false,INFINITY,false,false,WHITE,vf2d{1.f,1.25f})
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.SetIframeTimeOnHit(0.25f)EndBullet;
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const int extraPoopBitsCount=util::random()%6;
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for(int i=0;i<extraPoopBitsCount;i++){
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const bool RightDirection=util::random()%2;
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float xOffset{0.f};
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if(RightDirection)xOffset=1.f;
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else xOffset=-1.f;
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xOffset*=9.f;
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CreateBullet(Bullet)(m.GetPos()+vf2d{xOffset+util::random_range(-3.f,3.f),-util::random(10.f)-4.f},vf2d{0.f,ConfigFloat("Fly Across Attack.Attack Y Speed")},1,ConfigInt("Fly Across Attack.Poop Damage"),"birdpoop.png",m.OnUpperLevel(),false,INFINITY,false,false,WHITE,vf2d{util::random_range(0.2f,0.3f),util::random_range(0.2f,0.3f)},util::random(2*PI))
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.SetIframeTimeOnHit(0.25f)EndBullet;
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}
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m.F(A::SHOOT_TIMER)=ConfigFloat("Fly Across Attack.Landing Area");
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}
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if(m.ReachedTargetPos()){
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m.phase=IDLE;
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m.RemoveBuff(BuffType::SPEEDBOOST);
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m.targetAcquireTimer=0.f;
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}
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}break;
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case TORNADO_ATTACK_PREPARE:{
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m.targetAcquireTimer=20.f;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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if(m.ReachedTargetPos()){
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m.phase=TORNADO_ATTACK;
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m.PerformAnimation("ATTACK",Direction::SOUTH);
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m.targetAcquireTimer=0.f;
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}
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}break;
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case TORNADO_ATTACK:{
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}break;
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case WIND_ATTACK:{
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}break;
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case HALFHEALTH_PHASE:{
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}break;
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}
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} |