The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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72 lines
3.1 KiB
72 lines
3.1 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2023 OneLoneCoder.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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*/
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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 "DEFINES.h"
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#include "Crawler.h"
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#include "util.h"
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#include "MonsterAttribute.h"
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typedef Attribute A;
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INCLUDE_game
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INCLUDE_BULLET_LIST
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void Monster::STRATEGY::TURRET(Monster&m,float fElapsedTime,int strategyNumber){
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m.attackCooldownTimer=std::max(0.f,m.attackCooldownTimer-fElapsedTime);
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if(m.F(A::SHOOT_ANIMATION_TIME)>0){
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m.F(A::SHOOT_ANIMATION_TIME)=std::max(0.f,m.F(A::SHOOT_ANIMATION_TIME)-fElapsedTime);
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if(m.F(A::SHOOT_ANIMATION_TIME)==0){
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m.PerformIdleAnimation();
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}
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}
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if(m.queueShotTimer>0){
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m.queueShotTimer-=fElapsedTime;
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if(m.queueShotTimer<0){
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m.queueShotTimer=0;
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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.f * float(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})));
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}
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}
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auto dist=geom2d::line(m.GetPos(),game->GetPlayer()->GetPos()).length();
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if(dist<ConfigInt("Range")/100.f*24){
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if(m.attackCooldownTimer==0){
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m.attackCooldownTimer=ConfigFloat("ShootingSpeed");
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m.queueShotTimer=std::min(m.attackCooldownTimer-0.001f,0.3f);
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m.F(A::SHOOT_ANIMATION_TIME)=ConfigIntArr("ShootAnimation",0)*ConfigFloatArr("ShootAnimation",1);
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m.PerformShootAnimation();
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}
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}
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} |