The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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283 lines
12 KiB
283 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_game
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INCLUDE_MONSTER_DATA
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INCLUDE_WINDOW_SIZE
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INCLUDE_GFX
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INCLUDE_BULLET_LIST
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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_FLY,
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WIND_ATTACK_LAND,
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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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#pragma region Flying Hover Effect
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if(m.F(A::TARGET_FLYING_HEIGHT)==0.f)m.SetZ(std::max(m.F(A::FLYING_HEIGHT),0.f));
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else m.SetZ(std::max(m.F(A::FLYING_HEIGHT)+ConfigFloat("Flight Oscillation Amount")*sin((PI*m.TimeSpentAlive())/1.5f),0.f));
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#pragma endregion
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if(m.F(A::FLYING_HEIGHT)<m.F(A::TARGET_FLYING_HEIGHT))m.F(A::FLYING_HEIGHT)=std::min(m.F(A::TARGET_FLYING_HEIGHT),m.F(A::FLYING_HEIGHT)+ConfigPixels("Fly Rise/Fall Speed")*fElapsedTime);
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else if(m.F(A::FLYING_HEIGHT)>-ConfigFloat("Flight Oscillation Amount"))m.F(A::FLYING_HEIGHT)=std::max(-ConfigFloat("Flight Oscillation Amount"),m.F(A::FLYING_HEIGHT)-ConfigPixels("Fly Rise/Fall Speed")*fElapsedTime);
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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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game->SetOverlay(ConfigString("Wind Attack.Wind Overlay Sprite"),ConfigPixel("Wind Attack.Wind Overlay Color"));
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game->GetOverlay().Disable();
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m.SetStrategyDeathFunction([](GameEvent&ev,Monster&m,const std::string&strategy){
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game->SetWindSpeed({});
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game->GetOverlay().Disable();
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return true;
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});
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}break;
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case IDLE:{
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const int randomAttackChoice=1;
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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.Landing Area");
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}break;
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case 2:{
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m.phase=WIND_ATTACK_FLY;
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m.F(A::TARGET_FLYING_HEIGHT)=ConfigPixels("Wind Attack.Fly Up Height");
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const bool LeftLandingSite=m.I(A::ATTACK_CHOICE)=util::random()%2;
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if(LeftLandingSite)m.target=ConfigVec("Wind Attack.Left Landing Site");
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else m.target=ConfigVec("Wind Attack.Right Landing Site");
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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.Attack Frequency");
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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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m.F(A::CASTING_TIMER)=ConfigFloat("Tornado Attack.Attack Duration");
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const int tornadoRingCount=Config("Tornado Attack.Tornados").GetKeys().size();
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for(int tornadoRingId=1;tornadoRingId<=tornadoRingCount;tornadoRingId++){
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//From strategy documentation:
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//# For each Ring: Distance from Boss in Units, # of tornados, Rotation Speed (degrees/sec).
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const float tornadoDistance=ConfigPixelsArr(std::format("Tornado Attack.Tornados.Ring {}",tornadoRingId),0);
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const int tornadoCount=ConfigIntArr(std::format("Tornado Attack.Tornados.Ring {}",tornadoRingId),1);
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const float tornadoRotSpd=util::degToRad(ConfigFloatArr(std::format("Tornado Attack.Tornados.Ring {}",tornadoRingId),2)); //It's in degrees, let's convert it to radians now.
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const float randomRotDir=util::random(2*PI);
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for(int tornadoCounter=0;tornadoCounter<tornadoCount;tornadoCounter++){
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const float startAngle=randomRotDir+tornadoCounter*((2*PI)/tornadoCount);
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CreateBullet(Tornado)(m.GetPos(),tornadoDistance,startAngle,tornadoRotSpd,m.GetAttack(),ConfigFloat("Tornado Attack.Knockup Duration"),ConfigFloat("Tornado Attack.Knockback Amount"),ConfigFloat("Tornado Attack.Attack Duration"),m.OnUpperLevel(),false,WHITE)EndBullet;
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BULLET_LIST.back()->SetFadeinTime(ConfigFloat("Tornado Attack.Tornado Fade-In Time"));
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}
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}
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}
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}break;
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case TORNADO_ATTACK:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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if(m.F(A::CASTING_TIMER)<=0.f)m.phase=IDLE;
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}break;
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case WIND_ATTACK_FLY:{
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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=WIND_ATTACK_LAND;
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m.F(A::TARGET_FLYING_HEIGHT)=0.f;
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}
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}break;
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case WIND_ATTACK_LAND:{
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if(m.GetZ()==0.f){
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m.phase=WIND_ATTACK;
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game->GetOverlay().Enable();
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m.F(A::CASTING_TIMER)=ConfigFloat("Wind Attack.Wind Duration");
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m.F(A::WIND_STRENGTH)=ConfigFloat("Wind Attack.Wind Starting Strength")/100.f;
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m.F(A::WIND_PHASE_TIMER)=ConfigFloat("Wind Attack.Wind Increase Phase Wait Time");
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m.F(A::SHOOT_TIMER)=ConfigFloat("Wind Attack.Wind Projectile Spawn Rate");
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}
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}break;
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case WIND_ATTACK:{
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m.F(A::CASTING_TIMER)-=fElapsedTime;
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m.F(A::WIND_PHASE_TIMER)-=fElapsedTime;
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m.F(A::SHOOT_TIMER)-=fElapsedTime;
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const bool OnLeftLandingSite=m.I(A::ATTACK_CHOICE);
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if(OnLeftLandingSite)m.PerformAnimation("ATTACK",Direction::EAST);
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else m.PerformAnimation("ATTACK",Direction::WEST);
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#pragma region Wind Streak Effect
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m.F(A::ENVIRONMENT_TIMER)-=fElapsedTime;
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//Assuming facing right / on left landing site for initial values.
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if(m.F(A::ENVIRONMENT_TIMER)<=0.f){
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const bool spawnOnTopOfScreen=util::random()%2;
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float windStreakYPos=util::random(WINDOW_SIZE.y/4.f);
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if(!spawnOnTopOfScreen)windStreakYPos=WINDOW_SIZE.y-windStreakYPos;
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vf2d randomScreenOffset={util::random(WINDOW_SIZE.x/2.f),windStreakYPos};
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vf2d randomSpeed=vf2d{util::random_range(ConfigFloatArr("Wind Attack.Wind Streak X Speed Range",0),ConfigFloatArr("Wind Attack.Wind Streak X Speed Range",1)),util::random_range(ConfigFloatArr("Wind Attack.Wind Streak Y Speed Range",0),ConfigFloatArr("Wind Attack.Wind Streak Y Speed Range",1))};
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float randomLifetime=util::random_range(ConfigFloatArr("Wind Attack.Wind Streak Lifetime Range",0),ConfigFloatArr("Wind Attack.Wind Streak Lifetime Range",1));
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if(!OnLeftLandingSite){
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randomScreenOffset.x+=WINDOW_SIZE.x/2.f;
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randomSpeed*=-1.f;
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}
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const uint8_t randomColAmt=util::random()%256;
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const uint8_t randomAlpha=util::random()%256;
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const std::string windImageChoice=util::random()%2?"wind1.png":"wind2.png";
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const bool positiveWindRotation=util::random()%2;
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float windRotationSpd=util::random(util::degToRad(15.f));
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if(!positiveWindRotation)windRotationSpd*=-1;
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game->AddEffect(std::make_unique<ForegroundEffect>(randomScreenOffset,randomLifetime,windImageChoice,m.OnUpperLevel(),vf2d{1.f,1.f}*(util::random_range(0.25f,1.f)),1.f,randomSpeed,Pixel{randomColAmt,randomColAmt,randomColAmt,randomAlpha},util::random(2*PI),windRotationSpd,true));
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m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Wind Attack.Wind Streak Spawn Rate");
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}
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#pragma endregion
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if(m.F(A::WIND_STRENGTH)<ConfigFloat("Wind Attack.Wind Max Strength")/100.f&&m.F(A::WIND_PHASE_TIMER)<=0.f){
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m.F(A::WIND_STRENGTH)=std::min(ConfigFloat("Wind Attack.Wind Max Strength")/100.f,m.F(A::WIND_STRENGTH)+ConfigFloat("Wind Attack.Wind Strength Increase")/100.f);
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m.F(A::WIND_PHASE_TIMER)=ConfigFloat("Wind Attack.Wind Increase Phase Wait Time");
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}
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#pragma region Wind
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const bool LeftLandingSite=m.I(A::ATTACK_CHOICE);
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vf2d windSpd={m.F(A::WIND_STRENGTH)*"Player.MoveSpd"_F,0.f}; //Assume we landed left and causing a wind attack to the right.
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if(!LeftLandingSite)windSpd*=-1;
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game->SetWindSpeed(windSpd);
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#pragma endregion
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if(m.F(A::CASTING_TIMER)<=0.f){
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m.phase=IDLE;
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game->GetOverlay().Disable();
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game->SetWindSpeed({});
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}
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if(m.F(A::SHOOT_TIMER)<=0.f){
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}
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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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} |