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/Crawler/ShootAfar.cpp

96 lines
3.0 KiB

#include "Monster.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "MonsterStrategyHelpers.h"
INCLUDE_BULLET_LIST
INCLUDE_game
void Monster::STRATEGY::SHOOT_AFAR(Monster&m,float fElapsedTime,int strategyNumber){
m.targetAcquireTimer=std::max(0.f,m.targetAcquireTimer-fElapsedTime);
m.attackCooldownTimer=std::max(0.f,m.attackCooldownTimer-fElapsedTime);
if(m.queueShotTimer>0){
m.queueShotTimer-=fElapsedTime;
if(m.queueShotTimer<0){
m.queueShotTimer=0;
{
BULLET_LIST.push_back(std::make_unique<Bullet>(Bullet(m.pos + vf2d{ 0,-4 }, geom2d::line(m.pos + vf2d{ 0,-4 }, game->GetPlayer()->GetPos()).vector().norm() * 24 * ConfigInt("BulletSpeed")/100.f, 12.f*ConfigInt("BulletSize")/100.f, m.GetAttack(),m.upperLevel,false, { uint8_t(ConfigIntArr("BulletColor",0)),uint8_t(ConfigIntArr("BulletColor",1)),uint8_t(ConfigIntArr("BulletColor",2)),uint8_t(ConfigIntArr("BulletColor",3) )},{ConfigInt("BulletSize")/100.f*8,ConfigInt("BulletSize")/100.f*8})));
}
}
}
geom2d::line line(m.pos,game->GetPlayer()->GetPos());
if(m.targetAcquireTimer==0&&m.queueShotTimer==0){
m.targetAcquireTimer=1;
if(line.length()<24.f*ConfigInt("Range")/100.f){
m.target=line.upoint(-1.2);
if(m.canMove){
m.SetState(State::MOVE_AWAY);
} else {
m.SetState(State::NORMAL);
}
} else
if(line.length()>24.f*ConfigInt("CloseInRange")/100.0f){
m.target=line.upoint(1.2);
m.SetState(State::MOVE_TOWARDS);
} else {
m.SetState(State::NORMAL);
}
}
m.canMove=true;
geom2d::line moveTowardsLine=geom2d::line(m.pos,m.target);
bool pathfindingDecision=false;
switch(m.state){
case State::MOVE_TOWARDS:{
if(moveTowardsLine.length()>1){
vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
bool movedX=m.SetX(newPos.x);
bool movedY=m.SetY(newPos.y);
pathfindingDecision=movedX|movedY;
m.canMove=movedX&&movedY;
}
if(!pathfindingDecision){
m.StartPathfinding(2.5);
}else
if(line.length()<=24.f*ConfigInt("CloseInRange")/100.0f){
m.SetState(State::NORMAL);
}
if(moveTowardsLine.vector().x>0){
m.facingDirection=RIGHT;
} else {
m.facingDirection=LEFT;
}
m.PerformJumpAnimation();
}break;
case State::MOVE_AWAY:{
if(moveTowardsLine.length()>1){
vf2d newPos=m.pos+moveTowardsLine.vector().norm()*100*fElapsedTime*m.GetMoveSpdMult();
bool movedX=m.SetX(newPos.x);
bool movedY=m.SetY(newPos.y);
pathfindingDecision=movedX|movedY;
m.canMove=movedX&&movedY;
}
if(!pathfindingDecision){
m.StartPathfinding(2.5);
}else
if(line.length()>=24.f*ConfigInt("Range")/100.f){
m.SetState(State::NORMAL);
}
if(moveTowardsLine.vector().x>0){
m.facingDirection=RIGHT;
} else {
m.facingDirection=LEFT;
}
m.PerformJumpAnimation();
}break;
case State::PATH_AROUND:{
m.PathAroundBehavior(fElapsedTime);
}break;
default:{
if(m.attackCooldownTimer==0){
m.attackCooldownTimer=ConfigFloat("ShootingSpeed");
m.queueShotTimer=std::min(m.attackCooldownTimer-0.001,0.7);
m.PerformShootAnimation();
}
}
}
}