The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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220 lines
12 KiB
220 lines
12 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 "SoundEffect.h"
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INCLUDE_game
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INCLUDE_BULLET_LIST
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using A=Attribute;
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/*
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* Every 2 seconds after completing an attack do one of the following attacks:
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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.
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If the Stone pillar would hit the Stone Elemental it will move out of its range.
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Shoot a Stone (bullet) in the direction of the target.
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The Stone gets created in form of a Cone and tracks the player movement without moving for the first second.
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Once it locks it doesnt move for another second. then it starts flying towards the player with 3x the normal Bullet speed.
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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)
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(maybe emerge with 200 away from anything with colision to avoid the Elemental getting stuck? Other solutions for that are welcome aswell)
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if range to player > 1200 always use 3rd attack
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*/
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void Monster::STRATEGY::STONE_ELEMENTAL(Monster&m,float fElapsedTime,std::string strategy){
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enum PhaseName{
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INITIALIZE,
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WAITING,
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STONE_PILLAR_CAST,
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SHOOT_STONE_CAST,
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DIVE_UNDERGROUND_DIG,
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DIVE_UNDERGROUND_MOVE,
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DIVE_UNDERGROUND_SURFACE,
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};
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auto ReturnToWaitingPhase=[&](){
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m.phase=WAITING;
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m.PerformIdleAnimation();
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m.F(A::ATTACK_COOLDOWN)=0.f;
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};
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switch(m.phase){
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case INITIALIZE:{
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m.F(A::ATTACK_COOLDOWN)=util::random(ConfigFloat("Attack Wait Time")/1.5f);
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m.phase=WAITING;
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}break;
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case WAITING:{
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m.F(A::ATTACK_COOLDOWN)+=fElapsedTime;
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if(m.F(A::ATTACK_COOLDOWN)>=ConfigFloat("Attack Wait Time")){
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int randomAttackChoice=util::random()%3;
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float distToPlayer=util::distance(m.GetPos(),game->GetPlayer()->GetPos());
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if(distToPlayer>=ConfigPixels("Auto Dive Range"))randomAttackChoice=2; //Force dig attack if too far away.
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switch(randomAttackChoice){
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case 0:{
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m.PerformAnimation("STONE PILLAR CAST");
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m.SIZET(A::LOOPING_SOUND_ID)=SoundEffect::PlayLoopingSFX("Rock Toss Cast",m.GetPos());
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m.phase=STONE_PILLAR_CAST;
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m.F(A::CASTING_TIMER)=ConfigFloat("Stone Pillar Cast Time");
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m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos();
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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);
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}break;
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case 1:{
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m.PerformAnimation("ROCK TOSS CAST");
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m.SIZET(A::LOOPING_SOUND_ID)=SoundEffect::PlayLoopingSFX("Rock Toss Cast",m.GetPos());
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m.phase=SHOOT_STONE_CAST;
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m.B(A::PLAYED_FLAG)=false;
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m.F(A::CASTING_TIMER)=ConfigFloat("Rock Toss Track Time")+ConfigFloat("Rock Toss Wait Time");
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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;
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const int masterRockInd=BULLET_LIST.size()-1;
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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;
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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;
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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;
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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;
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auto bulletListEndIter{BULLET_LIST.end()};
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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.
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bulletListEndIter--;
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((LevitatingRock*)(*bulletListEndIter).get())->AssignMaster((LevitatingRock*)BULLET_LIST[masterRockInd].get());
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}
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}break;
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case 2:{
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SoundEffect::PlaySFX("Dig",m.GetPos());
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m.PerformAnimation("BURROW UNDERGROUND");
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m.phase=DIVE_UNDERGROUND_DIG;
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m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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}break;
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}
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}
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}break;
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case STONE_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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SoundEffect::StopLoopingSFX(m.SIZET(A::LOOPING_SOUND_ID));
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SoundEffect::PlaySFX("Pillar Rise",m.V(A::LOCKON_POS));
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game->SpawnMonster(m.V(A::LOCKON_POS),MONSTER_DATA.at("Stone Pillar"),m.OnUpperLevel());
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ReturnToWaitingPhase();
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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);
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}
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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()})){
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geom2d::line<float>stonePillarCastLine{m.V(A::LOCKON_POS),m.GetPos()};
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const vf2d targetWalkPos=stonePillarCastLine.rpoint(stonePillarCastLine.length()+48.f);
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m.target=targetWalkPos;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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m.PerformAnimation("STONE PILLAR CAST");
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m.UpdateFacingDirection(targetWalkPos);
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}else{
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m.PerformAnimation("STONE PILLAR CAST");
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m.UpdateFacingDirection(m.V(A::LOCKON_POS));
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}
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}break;
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case SHOOT_STONE_CAST:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)>=ConfigFloat("Rock Toss Wait Time")-ConfigFloat("Rock Toss Track Time")){
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SoundEffect::StopLoopingSFX(m.SIZET(A::LOOPING_SOUND_ID));
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m.PerformAnimation("STONE PILLAR CAST");
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m.UpdateFacingDirection(game->GetPlayer()->GetPos());
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}
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if(m.F(A::CASTING_TIMER)>=ConfigFloat("Rock Toss Track Time")&&!m.B(A::PLAYED_FLAG)){
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SoundEffect::PlaySFX("Rock Break",m.GetPos());
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m.B(A::PLAYED_FLAG)=true;
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}
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if(m.F(A::CASTING_TIMER)<=0.f){
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SoundEffect::StopLoopingSFX(m.SIZET(A::LOOPING_SOUND_ID));
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ReturnToWaitingPhase();
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}
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}break;
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case DIVE_UNDERGROUND_DIG:{
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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.phase=DIVE_UNDERGROUND_MOVE;
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float randomAngle=util::random(2*PI);
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const float minDist=ConfigPixelsArr("Burrow Teleport Distance",0);
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const float maxDist=ConfigPixelsArr("Burrow Teleport Distance",1);
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const float distRange=maxDist-minDist;
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float randomDist=util::random(distRange)+minDist;
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m.V(A::LOCKON_POS)=game->GetPlayer()->GetPos()+vf2d{randomDist,randomAngle}.cart();
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m.target=m.V(A::LOCKON_POS);
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m.targetAcquireTimer=INFINITY;
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m.SetState(State::MOVE_TOWARDS);
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const float baseMoveSpd=100.f*m.GetMoveSpdMult();
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const float distToTarget=geom2d::line<float>(m.GetPos(),m.V(A::LOCKON_POS)).length();
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const float targetMoveSpdRatio=std::max(0.f,distToTarget/baseMoveSpd/ConfigFloat("Burrow Wait Time")-1);
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m.AddBuff(BuffType::SPEEDBOOST,ConfigFloat("Burrow Wait Time"),targetMoveSpdRatio);
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m.F(A::CASTING_TIMER)=ConfigFloat("Burrow Wait Time");
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m.B(A::IGNORE_DEFAULT_ANIMATIONS)=true;
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m.ApplyIframes(ConfigFloat("Burrow Wait Time")+m.GetAnimation("RISE FROM UNDERGROUND").GetTotalAnimationDuration());
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}
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}break;
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case DIVE_UNDERGROUND_MOVE:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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RUN_TOWARDS(m,fElapsedTime,"Run Towards");
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if(m.F(A::CASTING_TIMER)<=0.f){
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m.B(A::IGNORE_DEFAULT_ANIMATIONS)=false;
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SoundEffect::PlaySFX("Rise",m.GetPos());
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m.PerformAnimation("RISE FROM UNDERGROUND");
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m.phase=DIVE_UNDERGROUND_SURFACE;
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m.targetAcquireTimer=0;
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m.F(A::CASTING_TIMER)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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const float bulletAngRandomOffset{util::random(PI/2)};
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for(int i=0;i<ConfigInt("Burrow Ring Bullet Count");i++){
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const float bulletAngle=((2*PI)/ConfigInt("Burrow Ring Bullet Count"))*i+bulletAngRandomOffset;
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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;
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BULLET_LIST.back()->SetIframeTimeOnHit(0.15f);
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}
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}
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}break;
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case DIVE_UNDERGROUND_SURFACE:{
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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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ReturnToWaitingPhase();
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}
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}break;
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}
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} |