The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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114 lines
6.4 KiB
114 lines
6.4 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 "MonsterStrategyHelpers.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "util.h"
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#include "BulletTypes.h"
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INCLUDE_game
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using A=Attribute;
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void Monster::STRATEGY::STONE_GOLEM(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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INITIALIZE,
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SPAWN_PILLAR_PREPARE,
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SPAWN_PILLAR_CAST,
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STANDARD,
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STONE_THROW_CAST,
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};
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switch(m.phase){
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case INITIALIZE:{
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m.F(A::RECOVERY_TIME)=ConfigFloat("Beginning Phase.Pillar Cast Delay Time");
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m.I(A::PATTERN_REPEAT_COUNT)=ConfigInt("Beginning Phase.Repeat Count");
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m.phase=SPAWN_PILLAR_PREPARE;
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}break;
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case SPAWN_PILLAR_PREPARE:{
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m.F(A::RECOVERY_TIME)-=fElapsedTime;
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if(m.F(A::RECOVERY_TIME)<=0.f){
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m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos();
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m.PerformAnimation("CAST",m.GetFacingDirectionToTarget(m.V(A::LOCKON_POS)));
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game->AddEffect(std::make_unique<SpellCircle>(m.V(A::LOCKON_POS),ConfigFloat("Beginning Phase.Pillar Cast Time"),"range_indicator.png","spell_insignia.png",m.OnUpperLevel(),vf2d{1.f,1.f}*(MONSTER_DATA.at("Stone Golem Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Golem Pillar").GetSizeMult()/12.f)*1.25f,0.3f,vf2d{},ConfigPixel("Beginning Phase.Pillar Spell Circle Color"),util::random(2*PI),util::degToRad(ConfigFloat("Beginning Phase.Pillar Spell Circle Rotation Spd")),false,vf2d{1.f,1.f}*(MONSTER_DATA.at("Stone Golem Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Golem Pillar").GetSizeMult()/12.f)*0.9f,0.3f,vf2d{},ConfigPixel("Beginning Phase.Pillar Spell Insignia Color"),util::random(2*PI),util::degToRad(ConfigFloat("Beginning Phase.Pillar Spell Insignia Rotation Spd"))),true);
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m.F(A::CASTING_TIMER)=ConfigFloat("Beginning Phase.Pillar Cast Time");
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m.phase=SPAWN_PILLAR_CAST;
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}
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}break;
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case SPAWN_PILLAR_CAST:{
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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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m.I(A::PATTERN_REPEAT_COUNT)--;
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game->SpawnMonster(m.V(A::LOCKON_POS),MONSTER_DATA.at("Stone Golem Pillar"),m.OnUpperLevel());
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game->Hurt(m.V(A::LOCKON_POS),MONSTER_DATA.at("Stone Golem Pillar").GetCollisionRadius()*MONSTER_DATA.at("Stone Golem Pillar").GetSizeMult(),MONSTER_DATA.at("Stone Golem Pillar").GetAttack(),m.OnUpperLevel(),0.f,HurtType::PLAYER);
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if(m.I(A::PATTERN_REPEAT_COUNT)<=0){
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m.phase=STANDARD;
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}else{
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m.PerformIdleAnimation(m.GetFacingDirectionToTarget(game->GetPlayer()->GetPos()));
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m.F(A::RECOVERY_TIME)=ConfigFloat("Beginning Phase.Pillar Cast Delay Time");
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m.phase=SPAWN_PILLAR_PREPARE;
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}
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}
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}break;
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case STANDARD:{
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BEAR(m,fElapsedTime,"Bear");
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//Extending the bear script's variables to read the state of it...
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const bool SlamHasFinished=m.I(A::ATTACK_COUNT)!=m.I(A::BEAR_STOMP_COUNT);
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const bool StoneThrowRollSucceeds=util::random(100.f)<=ConfigFloat("Standard Attack.Stone Throw Chance");
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if(SlamHasFinished&&StoneThrowRollSucceeds){
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m.phase=STONE_THROW_CAST;
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m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos();
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m.PerformAnimation("TOSS ROCK CAST");
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m.F(A::CASTING_TIMER)=ConfigFloat("Standard Attack.Stone Throw Cast Time");
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game->AddEffect(std::make_unique<SpellCircle>(m.V(A::LOCKON_POS),ConfigFloat("Standard Attack.Stone Throw Cast Time")+4.f,"range_indicator.png","spell_insignia.png",m.OnUpperLevel(),vf2d{1.f,1.f}*(ConfigPixels("Standard Attack.Stone Radius")/12.f)*1.25f,0.3f,vf2d{},ConfigPixel("Standard Attack.Stone Throw Spell Circle Color"),util::random(2*PI),util::degToRad(ConfigFloat("Standard Attack.Stone Throw Spell Circle Rotation Spd")),false,vf2d{1.f,1.f}*(ConfigPixels("Standard Attack.Stone Radius")/12.f)*0.9f,0.3f,vf2d{},ConfigPixel("Standard Attack.Stone Throw Spell Insignia Color"),util::random(2*PI),util::degToRad(ConfigFloat("Standard Attack.Stone Throw Spell Insignia Rotation Spd"))),true);
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//Use acceleration equation to determine how much time it takes for the stone to land based on gravity.
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const float stoneTossTime{ConfigFloat("Standard Attack.Stone Throw Time")};
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//Physics!! Kinematic equation from https://openstax.org/books/physics/pages/3-2-representing-acceleration-with-equations-and-graphs a=(2d)/(t^2)
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const float acc{(2*-ConfigFloat("Standard Attack.Stone Throw Height Offset"))/std::pow(stoneTossTime,2.f)};
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CreateBullet(LargeStone)(m.GetPos()+ConfigFloat("Standard Attack.Stone Throw Height Offset")/2.f,ConfigFloat("Standard Attack.Stone Throw Time"),m.V(A::LOCKON_POS),m.F(A::CASTING_TIMER),ConfigPixels("Standard Attack.Stone Radius"),ConfigFloat("Standard Attack.Stone Throw Height Offset"),acc,ConfigInt("Standard Attack.Stone Damage"),m.OnUpperLevel(),false,INFINITY,false,WHITE,vf2d{1,1}*m.GetSizeMult(),util::random(2*PI))EndBullet;
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}
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}break;
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case STONE_THROW_CAST:{
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}break;
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}
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} |