The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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230 lines
12 KiB
230 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 "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 "SoundEffect.h"
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#include "StageMaskPolygon.h"
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#include "ExpandingRing.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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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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STONE_THROW_FINISH_ANIMATION,
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SHOCKWAVE,
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};
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const auto PrepareSafeAreas=[&](){
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m.VEC(A::STAGE_POLYGONS).clear();
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std::for_each(MONSTER_LIST.begin(),MONSTER_LIST.end(),[&](const std::unique_ptr<Monster>&monsterPtr){
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if(monsterPtr->GetName()!="Stone Golem Pillar")return;
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const Monster&pillar=*monsterPtr;
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if(geom2d::overlaps(geom2d::circle<float>{m.GetPos(),m.GetCollisionRadius()},geom2d::circle<float>{pillar.GetPos(),pillar.GetCollisionRadius()}))return;
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#pragma region Solve for Safe Quad
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//First draw 4 lines to the corners.
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const vf2d upperLeftCorner{pillar.GetPos()+vf2d{-8,-8}*pillar.GetSizeMult()};
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const vf2d upperRightCorner{pillar.GetPos()+vf2d{8,-8}*pillar.GetSizeMult()};
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const vf2d lowerLeftCorner{pillar.GetPos()+vf2d{-8,8}*pillar.GetSizeMult()};
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const vf2d lowerRightCorner{pillar.GetPos()+vf2d{8,8}*pillar.GetSizeMult()};
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const std::vector<vf2d>corners{upperLeftCorner,upperRightCorner,lowerLeftCorner,lowerRightCorner};
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using AngleDiff=float;
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using Corner=vf2d;
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std::pair<AngleDiff,Corner>largestCorner{};
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std::pair<AngleDiff,Corner>smallestCorner{};
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float angleToMiddle{geom2d::line<float>{m.GetPos(),pillar.GetPos()}.vector().polar().y};
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std::for_each(corners.begin(),corners.end(),[&](const vf2d&corner){
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float angleToCorner{geom2d::line<float>{m.GetPos(),corner}.vector().polar().y};
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AngleDiff diff{util::angle_difference(angleToCorner,angleToMiddle)};
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if(largestCorner.first<diff)largestCorner={diff,corner};
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if(smallestCorner.first>diff)smallestCorner={diff,corner};
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});
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const vf2d extendedLargestCornerPoint{geom2d::line<float>{m.GetPos(),largestCorner.second}.rpoint((100000.f))};
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const vf2d extendedSmallestCornerPoint{geom2d::line<float>{m.GetPos(),smallestCorner.second}.rpoint((100000.f))};
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#pragma endregion
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m.VEC(A::STAGE_POLYGONS).emplace_back(StageMaskPolygon{{largestCorner.second,extendedLargestCornerPoint,extendedSmallestCornerPoint,smallestCorner.second},"safeIndicatorGradient.png",angleToMiddle,PixelLerp(VERY_DARK_BLUE,BLACK,sin(geom2d::pi*game->GetRunTime()*2))});
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});
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m.SetStrategyDrawFunction([&](AiL*game,Monster&m,const std::string&strategyName){
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std::for_each(m.VEC(A::STAGE_POLYGONS).begin(),m.VEC(A::STAGE_POLYGONS).end(),[&](std::any&data){
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StageMaskPolygon&polygon{std::any_cast<StageMaskPolygon&>(data)};
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Pixel newCol{PixelLerp(VERY_DARK_BLUE,BLACK,sin(geom2d::pi*game->GetRunTime()*2)/2.f+0.5f)};
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newCol.a=util::lerp(255.f,0.f,sin(geom2d::pi*game->GetRunTime()*2)/2.f+0.5f);
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polygon.SetBlendColor(newCol);
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polygon.Draw();
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});
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});
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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.F(A::HEALTH_PCT_PHASE)=1.f;
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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.SIZET(A::LOOPING_SOUND_ID)=SoundEffect::PlayLoopingSFX("Rock Toss Cast",m.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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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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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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if(SlamHasFinished){
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if(m.F(A::HEALTH_PCT_PHASE)-m.GetHealthRatio()>=0.1f){
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m.F(A::HEALTH_PCT_PHASE)-=0.1f;
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m.F(A::CASTING_TIMER)=ConfigFloat("Shockwave.Cast Time");
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PrepareSafeAreas();
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m.phase=SHOCKWAVE;
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break;
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}
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const bool StoneThrowRollSucceeds=util::random(100.f)<=ConfigFloat("Standard Attack.Stone Throw Chance");
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m.I(A::ATTACK_COUNT)=m.I(A::BEAR_STOMP_COUNT); //Make sure the slams are now reset if necessary.
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if(StoneThrowRollSucceeds){ //The intent is one or the other attack is supposed to happen. We can't do the slam and a throw, rerolling repeatedly each tick is unncessary.
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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"),"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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m.SIZET(A::LOOPING_SOUND_ID)=SoundEffect::PlayLoopingSFX("Rock Toss Cast",m.GetPos());
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CreateBullet(LargeStone)(m.GetPos()+vf2d{0,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"),ConfigFloat("Standard Attack.Stone Throw Knockback Factor"),m.OnUpperLevel(),false,INFINITY,false,WHITE,vf2d{1,1}*m.GetSizeMult(),util::random(2*PI))EndBullet;
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}
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}
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}break;
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case STONE_THROW_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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m.PerformAnimation("TOSS ROCK");
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m.F(A::RECOVERY_TIME)=m.GetCurrentAnimation().GetTotalAnimationDuration();
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m.phase=STONE_THROW_FINISH_ANIMATION;
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}
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}break;
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case STONE_THROW_FINISH_ANIMATION:{
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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.phase=STANDARD;
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}
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}break;
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case SHOCKWAVE:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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Pixel newCol{PixelLerp(VERY_DARK_BLUE,BLACK,sin(geom2d::pi*game->GetRunTime()*2)/2.f+0.5f)};
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newCol.a=util::lerp(255.f,210.f,sin(geom2d::pi*game->GetRunTime()*2)/2.f+0.5f);
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game->SetWorldColor(newCol);
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if(m.F(A::CASTING_TIMER)<=0.f){
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game->SetupWorldShake(ConfigFloat("Shockwave.Shockwave Screen Shake Time"));
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bool playerIsSafe{false};
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for(std::any&data:m.VEC(A::STAGE_POLYGONS)){
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std::vector<geom2d::triangle<float>>collisionTris{any_cast<StageMaskPolygon>(data).GetCollisionTriangles()};
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for(const geom2d::triangle<float>&tri:collisionTris){
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if(geom2d::overlaps(game->GetPlayer()->Hitbox(),tri)){
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playerIsSafe=true;
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goto DoneWithCollisionCheck;
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}
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}
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}
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DoneWithCollisionCheck:
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if(!playerIsSafe){
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game->GetPlayer()->Hurt(ConfigInt("Shockwave.Damage"),m.OnUpperLevel(),m.GetZ());
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game->GetPlayer()->Knockback(util::pointTo(m.GetPos(),game->GetPlayer()->GetPos())*ConfigFloat("Shockwave.Knockback Amount"));
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}
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m.VEC(A::STAGE_POLYGONS).clear();
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std::for_each(MONSTER_LIST.begin(),MONSTER_LIST.end(),[&](const std::unique_ptr<Monster>&monsterPtr){
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if(monsterPtr->GetName()!="Stone Golem Pillar")return;
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monsterPtr->_DealTrueDamage(ConfigInt("Shockwave.Pillar Damage"));
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});
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SoundEffect::PlaySFX("Shockwave",m.GetPos());
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game->AddEffect(std::make_unique<ExpandingRing>(m.GetPos(),ConfigFloat("Shockwave.Shockwave Ring Lifetime"),"finishring.png",m.OnUpperLevel(),vf2d{ConfigFloat("Shockwave.Ring Expand Speed"),ConfigFloat("Shockwave.Ring Expand Speed")},vf2d{1.f,1.f},ConfigFloat("Shockwave.Shockwave Fadeout Time"),vf2d{},ConfigPixel("Shockwave.Shockwave Color")),true);
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m.phase=STANDARD;
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game->SetWorldColor(WHITE);
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}
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}break;
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}
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} |