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/Adventures in Lestoria/Zephy.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Monster.h"
#include "MonsterStrategyHelpers.h"
#include "BulletTypes.h"
#include "util.h"
INCLUDE_game
INCLUDE_MONSTER_DATA
INCLUDE_WINDOW_SIZE
INCLUDE_GFX
INCLUDE_BULLET_LIST
using A=Attribute;
void Monster::STRATEGY::ZEPHY(Monster&m,float fElapsedTime,std::string strategy){
enum Phase{
INITIALIZE,
IDLE,
FLY_ACROSS_PREPARE,
FLY_ACROSS,
TORNADO_ATTACK_PREPARE,
TORNADO_ATTACK,
WIND_ATTACK_FLY,
WIND_ATTACK_LAND,
WIND_ATTACK,
HALFHEALTH_PHASE,
};
enum class AttackChoice{
RIGHT,
LEFT
};
if(m.phase!=HALFHEALTH_PHASE)m.F(A::SPAWNER_TIMER)-=fElapsedTime;
if(m.F(A::SPAWNER_TIMER)<=0.f){
const float randomDir=util::random(2*PI);
game->SpawnMonster(m.GetPos()+vf2d{ConfigFloat("Basic Hawk Spawn Radius"),randomDir}.cart(),MONSTER_DATA.at("Hawk_NOXP"),m.OnUpperLevel());
m.F(A::SPAWNER_TIMER)=ConfigFloat("Basic Hawk Spawn Time");
}
#pragma region Flying Hover Effect
if(m.F(A::TARGET_FLYING_HEIGHT)==0.f)m.SetZ(std::max(m.F(A::FLYING_HEIGHT),0.f));
else m.SetZ(std::max(m.F(A::FLYING_HEIGHT)+ConfigFloat("Flight Oscillation Amount")*sin((PI*m.TimeSpentAlive())/1.5f),0.f));
#pragma endregion
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);
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);
switch(m.phase){
case INITIALIZE:{
m.F(A::SPAWNER_TIMER)=ConfigFloat("Basic Hawk Spawn Time");
m.phase=IDLE;
game->SetOverlay(ConfigString("Wind Attack.Wind Overlay Sprite"),ConfigPixel("Wind Attack.Wind Overlay Color"));
game->GetOverlay().Disable();
m.SetStrategyDeathFunction([](GameEvent&ev,Monster&m,const std::string&strategy){
game->SetWindSpeed({});
game->GetOverlay().Disable();
return true;
});
}break;
case IDLE:{
const int randomAttackChoice=1;
switch(randomAttackChoice){
case 0:{
m.I(A::ATTACK_CHOICE)=util::random()%2;
const bool RightDirectionChosen=m.I(A::ATTACK_CHOICE)==int(AttackChoice::RIGHT);
if(RightDirectionChosen)m.target=ConfigVec("Fly Across Attack.Right Edge Start Pos");
else m.target=ConfigVec("Fly Across Attack.Left Edge Start Pos");
m.phase=FLY_ACROSS_PREPARE;
}break;
case 1:{
m.phase=TORNADO_ATTACK_PREPARE;
m.target=ConfigVec("Tornado Attack.Landing Area");
}break;
case 2:{
m.phase=WIND_ATTACK_FLY;
m.F(A::TARGET_FLYING_HEIGHT)=ConfigPixels("Wind Attack.Fly Up Height");
const bool LeftLandingSite=m.I(A::ATTACK_CHOICE)=util::random()%2;
if(LeftLandingSite)m.target=ConfigVec("Wind Attack.Left Landing Site");
else m.target=ConfigVec("Wind Attack.Right Landing Site");
}break;
}
}break;
case FLY_ACROSS_PREPARE:{
m.targetAcquireTimer=20.f;
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
if(m.ReachedTargetPos()){
const bool RightDirectionChosen=m.I(A::ATTACK_CHOICE)==int(AttackChoice::RIGHT);
//We're choosing the opposite side of the field to direct the boss towards for this attack.
if(RightDirectionChosen)m.target=ConfigVec("Fly Across Attack.Left Edge Start Pos");
else m.target=ConfigVec("Fly Across Attack.Right Edge Start Pos");
m.phase=FLY_ACROSS;
m.AddBuff(BuffType::SPEEDBOOST,INFINITY,ConfigFloat("Fly Across Attack.Move Speed Multiplier")-1.f);
}
}break;
case FLY_ACROSS:{
m.targetAcquireTimer=20.f;
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
m.F(A::SHOOT_TIMER)-=fElapsedTime;
if(m.F(A::SHOOT_TIMER)<=0.f){
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})
.SetIframeTimeOnHit(0.25f)EndBullet;
const int extraPoopBitsCount=util::random()%6;
for(int i=0;i<extraPoopBitsCount;i++){
const bool RightDirection=util::random()%2;
float xOffset{0.f};
if(RightDirection)xOffset=1.f;
else xOffset=-1.f;
xOffset*=9.f;
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))
.SetIframeTimeOnHit(0.25f)EndBullet;
}
m.F(A::SHOOT_TIMER)=ConfigFloat("Fly Across Attack.Attack Frequency");
}
if(m.ReachedTargetPos()){
m.phase=IDLE;
m.RemoveBuff(BuffType::SPEEDBOOST);
m.targetAcquireTimer=0.f;
}
}break;
case TORNADO_ATTACK_PREPARE:{
m.targetAcquireTimer=20.f;
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
if(m.ReachedTargetPos()){
m.phase=TORNADO_ATTACK;
m.PerformAnimation("ATTACK",Direction::SOUTH);
m.targetAcquireTimer=0.f;
m.F(A::CASTING_TIMER)=ConfigFloat("Tornado Attack.Attack Duration");
const int tornadoRingCount=Config("Tornado Attack.Tornados").GetKeys().size();
for(int tornadoRingId=1;tornadoRingId<=tornadoRingCount;tornadoRingId++){
//From strategy documentation:
//# For each Ring: Distance from Boss in Units, # of tornados, Rotation Speed (degrees/sec).
const float tornadoDistance=ConfigPixelsArr(std::format("Tornado Attack.Tornados.Ring {}",tornadoRingId),0);
const int tornadoCount=ConfigIntArr(std::format("Tornado Attack.Tornados.Ring {}",tornadoRingId),1);
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.
const float randomRotDir=util::random(2*PI);
for(int tornadoCounter=0;tornadoCounter<tornadoCount;tornadoCounter++){
const float startAngle=randomRotDir+tornadoCounter*((2*PI)/tornadoCount);
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;
BULLET_LIST.back()->SetFadeinTime(ConfigFloat("Tornado Attack.Tornado Fade-In Time"));
}
}
}
}break;
case TORNADO_ATTACK:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
if(m.F(A::CASTING_TIMER)<=0.f)m.phase=IDLE;
}break;
case WIND_ATTACK_FLY:{
m.targetAcquireTimer=20.f;
RUN_TOWARDS(m,fElapsedTime,"Run Towards");
if(m.ReachedTargetPos()){
m.phase=WIND_ATTACK_LAND;
m.F(A::TARGET_FLYING_HEIGHT)=0.f;
}
}break;
case WIND_ATTACK_LAND:{
if(m.GetZ()==0.f){
m.phase=WIND_ATTACK;
game->GetOverlay().Enable();
m.F(A::CASTING_TIMER)=ConfigFloat("Wind Attack.Wind Duration");
m.F(A::WIND_STRENGTH)=ConfigFloat("Wind Attack.Wind Starting Strength")/100.f;
m.F(A::WIND_PHASE_TIMER)=ConfigFloat("Wind Attack.Wind Increase Phase Wait Time");
m.F(A::SHOOT_TIMER)=ConfigFloat("Wind Attack.Wind Projectile Spawn Rate");
}
}break;
case WIND_ATTACK:{
m.F(A::CASTING_TIMER)-=fElapsedTime;
m.F(A::WIND_PHASE_TIMER)-=fElapsedTime;
m.F(A::SHOOT_TIMER)-=fElapsedTime;
const bool OnLeftLandingSite=m.I(A::ATTACK_CHOICE);
if(OnLeftLandingSite)m.PerformAnimation("ATTACK",Direction::EAST);
else m.PerformAnimation("ATTACK",Direction::WEST);
#pragma region Wind Streak Effect
m.F(A::ENVIRONMENT_TIMER)-=fElapsedTime;
//Assuming facing right / on left landing site for initial values.
if(m.F(A::ENVIRONMENT_TIMER)<=0.f){
const bool spawnOnTopOfScreen=util::random()%2;
float windStreakYPos=util::random(WINDOW_SIZE.y/4.f);
if(!spawnOnTopOfScreen)windStreakYPos=WINDOW_SIZE.y-windStreakYPos;
vf2d randomScreenOffset={util::random(WINDOW_SIZE.x/2.f),windStreakYPos};
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))};
float randomLifetime=util::random_range(ConfigFloatArr("Wind Attack.Wind Streak Lifetime Range",0),ConfigFloatArr("Wind Attack.Wind Streak Lifetime Range",1));
if(!OnLeftLandingSite){
randomScreenOffset.x+=WINDOW_SIZE.x/2.f;
randomSpeed*=-1.f;
}
const uint8_t randomColAmt=util::random()%256;
const uint8_t randomAlpha=util::random()%256;
const std::string windImageChoice=util::random()%2?"wind1.png":"wind2.png";
const bool positiveWindRotation=util::random()%2;
float windRotationSpd=util::random(util::degToRad(15.f));
if(!positiveWindRotation)windRotationSpd*=-1;
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));
m.F(A::ENVIRONMENT_TIMER)=ConfigFloat("Wind Attack.Wind Streak Spawn Rate");
}
#pragma endregion
if(m.F(A::WIND_STRENGTH)<ConfigFloat("Wind Attack.Wind Max Strength")/100.f&&m.F(A::WIND_PHASE_TIMER)<=0.f){
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);
m.F(A::WIND_PHASE_TIMER)=ConfigFloat("Wind Attack.Wind Increase Phase Wait Time");
}
#pragma region Wind
const bool LeftLandingSite=m.I(A::ATTACK_CHOICE);
vf2d windSpd={m.F(A::WIND_STRENGTH)*"Player.MoveSpd"_F,0.f}; //Assume we landed left and causing a wind attack to the right.
if(!LeftLandingSite)windSpd*=-1;
game->SetWindSpeed(windSpd);
#pragma endregion
if(m.F(A::CASTING_TIMER)<=0.f){
m.phase=IDLE;
game->GetOverlay().Disable();
game->SetWindSpeed({});
}
if(m.F(A::SHOOT_TIMER)<=0.f){
}
}break;
case HALFHEALTH_PHASE:{
}break;
}
}