The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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335 lines
13 KiB
335 lines
13 KiB
#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 "safemap.h"
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#include "Effect.h"
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#include "FallingDebris.h"
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#include "MonsterAttribute.h"
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INCLUDE_game
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INCLUDE_BULLET_LIST
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INCLUDE_ANIMATION_DATA
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INCLUDE_MONSTER_NAME_DATA
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typedef Attribute A;
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void Monster::STRATEGY::SLIMEKING(Monster&m,float fElapsedTime,int strategyNumber){
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float bulletSpd=ConfigFloat("BulletSpd")/100*24;
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m.F(A::SHOOT_TIMER)=std::max(0.f,m.F(A::SHOOT_TIMER)-fElapsedTime);
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m.F(A::SHOOT_RING_TIMER)=std::max(0.f,m.F(A::SHOOT_RING_TIMER)-fElapsedTime);
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m.F(A::SHOOT_RING_DELAY)=std::max(0.f,m.F(A::SHOOT_RING_DELAY)-fElapsedTime);
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m.F(A::JUMP_LANDING_TIMER)=std::max(0.f,m.F(A::JUMP_LANDING_TIMER)-fElapsedTime);
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m.F(A::CASTING_TIMER)=std::max(0.f,m.F(A::CASTING_TIMER)-fElapsedTime);
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m.F(A::RUN_AWAY_TIMER)=std::max(0.f,m.F(A::RUN_AWAY_TIMER)-fElapsedTime);
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const auto ShootBulletRing=[&](float angleOffset){
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int bulletCount=ConfigInt("Phase1.RingBulletCount");
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for(int i=0;i<bulletCount;i++){
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float angle=((2*PI)/bulletCount)*i+angleOffset;
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BULLET_LIST.emplace_back(std::make_unique<Bullet>(m.GetPos(),vf2d{cos(angle),sin(angle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6}));
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}
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};
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const auto Landed=[&ShootBulletRing,&m](int currentPhase){
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if(currentPhase==1){
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ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
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}
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};
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const auto TransitionPhase=[&](int newPhase){
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const int MAX_ATTEMPTS=100; //Maximum number of tries to find a valid location.
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Player*player=game->GetPlayer();
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m.I(A::PATTERN_REPEAT_COUNT)=0;
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const auto PositionInRangeOfPlayer=[&player](vf2d&pos,float radius){
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return geom2d::line<float>(player->GetPos(),pos).length()<=player->GetSizeMult()*12*2+radius;
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};
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const auto SpawnMonsterFromConfig=[&](int phase){
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std::string spawnMonster=ConfigStringArr("Phase"+std::to_string(phase)+".MonsterSpawnOnChange",0);
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int spawnCount=ConfigIntArr("Phase"+std::to_string(phase)+".MonsterSpawnOnChange",1);
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for(int i=0;i<spawnCount;i++){
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float randomAngle=util::random(2*PI);
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vf2d spawnPos=m.pos+vf2d{cos(randomAngle),sin(randomAngle)}*m.GetSizeMult()*12;
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for(int attempts=0;attempts<MAX_ATTEMPTS&&PositionInRangeOfPlayer(spawnPos,MONSTER_NAME_DATA[spawnMonster]->GetSizeMult()*12);attempts++){
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randomAngle=util::random(2*PI);
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spawnPos=m.pos+vf2d{cos(randomAngle),sin(randomAngle)}*m.GetSizeMult()*12;
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}
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game->SpawnMonster(spawnPos,MONSTER_NAME_DATA[spawnMonster]);
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}
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};
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switch(newPhase){
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case 2:{
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SpawnMonsterFromConfig(2);
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}break;
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case 3:{
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SpawnMonsterFromConfig(3);
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}break;
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case 4:{
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SpawnMonsterFromConfig(4);
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}break;
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case 5:{
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}break;
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}
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};
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const auto StartJumpTowardsPlayer=[&](float jumpDuration,float recoveryTime,float jumpMoveSpd){
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m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration;
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m.B(A::JUMP_TOWARDS_PLAYER)=true;
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m.F(A::RECOVERY_TIME)=recoveryTime;
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m.F(A::JUMP_MOVE_SPD)=jumpMoveSpd;
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m.SetState(State::JUMP);
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};
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const auto StartJump=[&](float jumpDuration,vf2d targetPos,float recoveryTime,float jumpMoveSpd){
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m.F(A::JUMP_ORIGINAL_LANDING_TIMER)=m.F(A::JUMP_LANDING_TIMER)=jumpDuration;
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m.V(A::JUMP_TARGET_POS)=targetPos;
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m.B(A::JUMP_TOWARDS_PLAYER)=false;
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m.F(A::RECOVERY_TIME)=recoveryTime;
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m.F(A::JUMP_MOVE_SPD)=jumpMoveSpd;
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m.SetState(State::JUMP);
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};
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const auto Recovered=[&](){
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switch(m.phase){
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case 2:{
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switch(m.I(A::JUMP_COUNT)){
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case 1:
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case 2:{ //After the 1st and 2nd jumps we still have another jump to accomplish.
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m.I(A::JUMP_COUNT)++;
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float jumpTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0);
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float jumpSpd=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1);
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StartJumpTowardsPlayer(jumpTime,0.2,jumpSpd);
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}break;
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default:{
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m.PerformIdleAnimation();
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m.SetState(State::NORMAL);
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}
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}
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}break;
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}
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};
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if(m.F(A::RUN_AWAY_TIMER)>0){
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Monster::STRATEGY::RUN_AWAY(m,fElapsedTime,4);
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/*HACK ALERT!! This is kind of a hack. If the Run Away script changes the 4 would be inaccurate, but the run away script doesn't use this value so it's probably fine.*/
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return;
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}
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if(m.GetState()==State::RECOVERY){
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m.F(A::RECOVERY_TIME)=std::max(0.f,m.F(A::RECOVERY_TIME)-fElapsedTime);
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if(m.F(A::RECOVERY_TIME)==0){
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m.SetState(State::NORMAL);
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Recovered();
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}
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return;
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}
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if(m.GetState()==State::JUMP){
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float jumpLandingTimerRatio=m.F(A::JUMP_LANDING_TIMER)/m.F(A::JUMP_ORIGINAL_LANDING_TIMER);
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vf2d jumpTargetPos=m.V(A::JUMP_TARGET_POS);
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if(m.B(A::JUMP_TOWARDS_PLAYER)){
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jumpTargetPos=game->GetPlayer()->GetPos();
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}
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if(m.GetPos().x>jumpTargetPos.x){
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m.SetX(std::max(jumpTargetPos.x,m.GetPos().x-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
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} else
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if(m.GetPos().x<jumpTargetPos.x){
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m.SetX(std::min(jumpTargetPos.x,m.GetPos().x+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
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}
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if(m.GetPos().y>jumpTargetPos.y){
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m.SetY(std::max(jumpTargetPos.y,m.GetPos().y-m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
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} else
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if(m.GetPos().y<jumpTargetPos.y){
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m.SetY(std::min(jumpTargetPos.y,m.GetPos().y+m.F(A::JUMP_MOVE_SPD)*game->GetElapsedTime()));
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}
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if(m.F(A::JUMP_LANDING_TIMER)>=m.F(A::JUMP_ORIGINAL_LANDING_TIMER)/2){
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m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),1-jumpLandingTimerRatio));
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}else{
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m.SetZ(util::lerp(0,ConfigInt("JumpHeight"),jumpLandingTimerRatio*2));
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}
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if(m.F(A::JUMP_LANDING_TIMER)==0){
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m.state=State::RECOVERY;
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game->SetupWorldShake(0.6);
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geom2d::line<float>lineToPlayer(m.GetPos(),game->GetPlayer()->GetPos());
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float dist=lineToPlayer.length();
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for(int i=0;i<200;i++){
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float randomDir=util::random(2*PI);
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game->AddEffect(std::make_unique<FallingDebris>(m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*m.GetSizeMult()*8,util::random(1),"circle.png",m.OnUpperLevel(),vf2d{1,1},0.5,vf2d{cos(randomDir)*util::random(5),sin(randomDir)*-util::random(15)-5}*30,BLACK),true);
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}
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if(dist<12*m.GetSizeMult()){
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game->GetPlayer()->Hurt(ConfigInt("JumpAttackDamage"),m.OnUpperLevel(),m.GetZ());
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if(dist<0.001){
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float randomDir=util::random(2*PI);
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lineToPlayer={m.GetPos(),m.GetPos()+vf2d{cos(randomDir),sin(randomDir)}*1};
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}
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game->GetPlayer()->Knockback(lineToPlayer.vector().norm()*ConfigInt("JumpKnockbackFactor"));
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if(m.phase!=2){ //In phase 2, the player can get slammed multiple times. No iframes for messing up.
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game->GetPlayer()->SetIframes(1);
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}
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}
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m.SetZ(0);
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Landed(m.phase);
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m.SetStrategyDrawFunction([](Crawler*game){});
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} else
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if(m.F(A::JUMP_LANDING_TIMER)<=ConfigFloat("JumpWarningIndicatorTime")){
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m.SetStrategyDrawFunction([&](Crawler*game){
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Decal*dec=ANIMATION_DATA["range_indicator.png"].GetFrame(game->GetElapsedTime()).GetSourceImage()->Decal();
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game->view.DrawRotatedDecal(m.GetPos(),dec,0,dec->sprite->Size()/2,vf2d{m.GetSizeMult(),m.GetSizeMult()},RED);
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});
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}
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return;
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}
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if(m.GetState()==State::CASTING){
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m.UpdateAnimation("monsters/Slime King - Cast.png");
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if(m.F(A::CASTING_TIMER)==0){
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m.SetState(State::NORMAL);
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m.I(A::JUMP_COUNT)++;
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float jumpTime=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",0);
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float jumpSpd=ConfigFloatArr("Phase2.Jump["+std::to_string(m.I(A::JUMP_COUNT))+"]",1);
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StartJumpTowardsPlayer(jumpTime,0.2,jumpSpd);
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}
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return;
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}
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switch(m.phase){
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case 0:{
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m.size=ConfigInt("Phase1.Size")/100;
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m.diesNormally=false;
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m.F(A::IFRAME_TIME_UPON_HIT)=0;
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m.iframe_timer=ConfigFloat("Phase5.IframeTimePerHit");
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m.phase=ConfigInt("StartPhase");
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}break;
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case 1:{
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if(m.hp<=m.maxhp*ConfigFloat("Phase2.Change")/100){
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m.phase=2;
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m.SetSize(ConfigFloat("Phase2.Size")/100,false);
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TransitionPhase(m.phase);
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return;
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}
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if(m.F(A::SHOOT_RING_TIMER)==0){
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if(m.I(A::PATTERN_REPEAT_COUNT)>=ConfigInt("Phase1.JumpAfter")){
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StartJumpTowardsPlayer(ConfigFloat("Phase1.AirborneTime"),ConfigFloat("Phase1.LandingRecoveryTime"),ConfigFloat("JumpMoveSpd"));
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m.I(A::PATTERN_REPEAT_COUNT)=0;
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return;
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}
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m.I(A::SHOOT_RING_COUNTER)=ConfigInt("Phase1.ShootRingCount")-1;
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m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
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ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
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m.F(A::SHOOT_RING_TIMER)=ConfigFloat("Phase1.ShootRepeatTime");
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m.B(A::SHOOT_RING_RIGHT)=bool(rand()%2);
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m.I(A::PATTERN_REPEAT_COUNT)++;
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}
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if(m.I(A::SHOOT_RING_COUNTER)>0){
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if(m.F(A::SHOOT_RING_DELAY)==0){
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m.I(A::SHOOT_RING_COUNTER)--;
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m.F(A::SHOOT_RING_DELAY)=ConfigFloat("Phase1.ShootRingDelay");
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if(m.B(A::SHOOT_RING_RIGHT)){
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m.F(A::SHOOT_RING_OFFSET)+=util::degToRad(ConfigFloat("Phase1.RingOffset"));
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}else{
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m.F(A::SHOOT_RING_OFFSET)-=util::degToRad(ConfigFloat("Phase1.RingOffset"));
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}
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ShootBulletRing(m.F(A::SHOOT_RING_OFFSET));
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}
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}
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}break;
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case 2:{
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if(m.hp<=m.maxhp*ConfigFloat("Phase3.Change")/100){
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m.phase=3;
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m.SetSize(ConfigFloat("Phase3.Size")/100,false);
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TransitionPhase(m.phase);
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return;
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}
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if(m.F(A::SHOOT_TIMER)==0){
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m.F(A::SHOOT_TIMER)=ConfigInt("Phase2.ShootRate");
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m.I(A::PATTERN_REPEAT_COUNT)++;
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int bulletCount=ConfigInt("Phase2.ShootProjectileCount");
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for(int i=0;i<bulletCount;i++){
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float initialAngle=util::angleTo(m.GetPos(),game->GetPlayer()->GetPos());
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float angle=(i-(bulletCount/2))*util::degToRad(ConfigFloat("Phase2.ShootAngleSpread"))+initialAngle;
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BULLET_LIST.emplace_back(std::make_unique<Bullet>(m.GetPos(),vf2d{cos(angle),sin(angle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6}));
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}
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}
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if(m.I(A::PATTERN_REPEAT_COUNT)>ConfigInt("Phase2.ShootCount")){
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m.I(A::PATTERN_REPEAT_COUNT)=0;
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m.I(A::JUMP_COUNT)=0;
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m.F(A::CASTING_TIMER)=5;
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m.SetState(State::CASTING);
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}
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}break;
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case 3:{
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if(m.hp<=m.maxhp*ConfigFloat("Phase4.Change")/100){
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m.phase=4;
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m.SetSize(ConfigFloat("Phase4.Size")/100,false);
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m.AddBuff(BuffType::SLOWDOWN,99999,ConfigFloat("Phase4.MoveSpdModifier")/100);
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TransitionPhase(m.phase);
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return;
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}
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if(m.I(A::PATTERN_REPEAT_COUNT)==0){
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StartJumpTowardsPlayer(ConfigFloat("Phase3.JumpDelayTime"),ConfigFloat("Phase3.JumpRecoveryTime"),ConfigFloat("Phase3.JumpMoveSpd"));
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m.I(A::PATTERN_REPEAT_COUNT)++;
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}else
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if(m.I(A::PATTERN_REPEAT_COUNT)<4&&m.F(A::SHOOT_TIMER)==0){
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m.F(A::SHOOT_TIMER)=ConfigFloat("Phase3.ShootRate");
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m.I(A::PATTERN_REPEAT_COUNT)++;
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int bulletCount=ConfigInt("Phase3.ShootProjectileCount");
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for(int i=0;i<bulletCount;i++){
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float initialAngle=util::angleTo(m.GetPos(),game->GetPlayer()->GetPos());
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float angle=(i-(bulletCount/2))*util::degToRad(ConfigFloat("Phase3.ShootAngleSpread"))+initialAngle;
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BULLET_LIST.emplace_back(std::make_unique<Bullet>(m.GetPos(),vf2d{cos(angle),sin(angle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6}));
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}
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}else
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if(m.I(A::PATTERN_REPEAT_COUNT)>=4){
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m.F(A::RECOVERY_TIME)=ConfigFloat("Phase3.PhaseRecoveryTime");
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m.SetState(State::RECOVERY);
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m.I(A::PATTERN_REPEAT_COUNT)=0;
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}
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}break;
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case 4:{
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if(m.hp<=1){ //HP can't reach 0 when the dies normally flag is on.
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m.phase=5;
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m.F(A::IFRAME_TIME_UPON_HIT)=1;
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m.I(A::HITS_UNTIL_DEATH)=int(m.GetSizeMult()*100/ConfigFloat("Phase5.SizeLossPerHit"))-1;
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TransitionPhase(m.phase);
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return;
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}
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if(m.I(A::PHASE_REPEAT_COUNT)>=5){
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m.I(A::PHASE_REPEAT_COUNT)=0;
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float jumpAngle=util::angleTo(m.GetPos(),game->GetCurrentMap().MapSize*game->GetCurrentMap().tilewidth/2); //We jump towards the center to keep the player from constantly dealing with a stuck boss.
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float jumpDistance=ConfigFloat("Phase4.JumpDistance")/100*game->GetCurrentMap().tilewidth;
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float jumpSpd=jumpDistance/ConfigFloat("Phase4.JumpDuration");
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StartJump(ConfigFloat("Phase4.JumpDuration"),m.GetPos()+vf2d{cos(jumpAngle)*jumpDistance,sin(jumpAngle)*jumpDistance},0,jumpSpd);
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}else
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if(m.I(A::PATTERN_REPEAT_COUNT)<5&&m.F(A::SHOOT_TIMER)==0){
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m.I(A::PATTERN_REPEAT_COUNT)++;
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m.F(A::SHOOT_TIMER)=ConfigFloat("Phase4.ShootRate");
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float bulletAngle=util::angleTo(m.GetPos(),game->GetPlayer()->GetPos());
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float spreadAngle=util::degToRad(ConfigFloat("Phase4.RandomOffsetAngle"));
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bulletAngle+=util::random(spreadAngle*2)-spreadAngle;
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BULLET_LIST.emplace_back(std::make_unique<Bullet>(m.GetPos(),vf2d{cos(bulletAngle),sin(bulletAngle)}*bulletSpd,6,ConfigInt("ProjectileDamage"),m.OnUpperLevel(),false,YELLOW,vf2d{6,6}));
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}else
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if(m.I(A::PATTERN_REPEAT_COUNT)==5){
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m.I(A::PATTERN_REPEAT_COUNT)++;
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m.F(A::RUN_AWAY_TIMER)=ConfigFloat("Phase4.RunAwayTime");
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}else
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if(m.I(A::PATTERN_REPEAT_COUNT)==6&&m.F(A::RUN_AWAY_TIMER)==0){
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m.F(A::RECOVERY_TIME)=ConfigFloat("Phase4.WaitTime");
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m.SetState(State::RECOVERY);
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m.I(A::PATTERN_REPEAT_COUNT)=0;
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m.I(A::PHASE_REPEAT_COUNT)++;
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}
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}break;
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case 5:{
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float targetSize=ConfigFloat("Phase5.SizeLossPerHit")/100*m.I(A::HITS_UNTIL_DEATH);
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Monster::STRATEGY::RUN_AWAY(m,fElapsedTime,4);
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if(targetSize>0){
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m.SetSize(targetSize,false);
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}else{
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m.diesNormally=true;
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}
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}break;
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}
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} |