The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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518 lines
17 KiB
518 lines
17 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 © 2023 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 "DamageNumber.h"
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#include "AdventuresInLestoria.h"
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#include "Bullet.h"
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#include "BulletTypes.h"
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#include "DEFINES.h"
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#include "safemap.h"
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#include "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "MonsterAttribute.h"
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#include "ItemDrop.h"
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#include "SoundEffect.h"
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INCLUDE_ANIMATION_DATA
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INCLUDE_MONSTER_DATA
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INCLUDE_MONSTER_LIST
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INCLUDE_DAMAGENUMBER_LIST
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INCLUDE_game
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INCLUDE_BULLET_LIST
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INCLUDE_DATA
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INCLUDE_GFX
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safemap<std::string,std::function<void(Monster&,float,std::string)>>STRATEGY_DATA;
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std::map<std::string,Renderable*>MonsterData::imgs;
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Monster::Monster(vf2d pos,MonsterData data,bool upperLevel,bool bossMob):
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pos(pos),hp(data.GetHealth()),size(data.GetSizeMult()),targetSize(data.GetSizeMult()),strategy(data.GetAIStrategy()),name(data.GetDisplayName()),upperLevel(upperLevel),isBoss(bossMob),facingDirection(DOWN){
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bool firstAnimation=true;
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for(std::string&anim:data.GetAnimations()){
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animation.AddState(anim,ANIMATION_DATA[anim]);
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if(firstAnimation){
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animation.ChangeState(internal_animState,anim);
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firstAnimation=false;
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}
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}
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stats.A("Health")=data.GetHealth();
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stats.A("Attack")=data.GetAttack();
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stats.A("Move Spd %")=data.GetMoveSpdMult();
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randomFrameOffset=(util::random()%1000)/1000.f;
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monsterWalkSoundTimer=util::random(1.f);
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}
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vf2d&Monster::GetPos(){
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return pos;
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}
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int Monster::GetHealth(){
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return hp;
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}
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int Monster::GetAttack(){
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float mod_atk=float(stats.A("Attack"));
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mod_atk+=Get("Attack %");
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mod_atk+=Get("Attack");
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return int(mod_atk);
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}
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float Monster::GetMoveSpdMult(){
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float mod_moveSpd=stats.A("Move Spd %");
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for(Buff&b:GetBuffs(SLOWDOWN)){
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mod_moveSpd-=stats.A("Move Spd %")*b.intensity;
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}
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return mod_moveSpd;
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}
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float Monster::GetSizeMult(){
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return size;
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}
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Animate2D::Frame Monster::GetFrame(){
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return animation.GetFrame(internal_animState);
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}
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void Monster::UpdateAnimation(std::string state){
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animation.ChangeState(internal_animState,state);
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}
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void Monster::PerformJumpAnimation(){
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animation.ChangeState(internal_animState,MONSTER_DATA[name].GetJumpAnimation());
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}
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void Monster::PerformShootAnimation(){
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animation.ChangeState(internal_animState,MONSTER_DATA[name].GetShootAnimation());
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}
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void Monster::PerformIdleAnimation(){
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animation.ChangeState(internal_animState,MONSTER_DATA[name].GetIdleAnimation());
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}
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bool Monster::SetX(float x){
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vf2d newPos={x,pos.y};
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vi2d tilePos=vi2d(newPos/float(game->GetCurrentMapData().tilewidth))*game->GetCurrentMapData().tilewidth;
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geom2d::rect<int>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
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if(collisionRect.pos==vi2d{0,0}&&collisionRect.size==vi2d{1,1}){
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pos.x=std::clamp(x,game->GetCurrentMapData().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMapData().width*game->GetCurrentMapData().tilewidth-game->GetCurrentMapData().tilewidth/2.f*GetSizeMult()));
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Moved();
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return true;
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} else {
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geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
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collision.pos+=tilePos;
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if(!geom2d::overlaps(geom2d::circle<float>(newPos,12*GetSizeMult()),collision)){
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pos.x=std::clamp(x,game->GetCurrentMapData().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMapData().width*game->GetCurrentMapData().tilewidth-game->GetCurrentMapData().tilewidth/2.f*GetSizeMult()));
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Moved();
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return true;
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}
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}
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return false;
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}
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bool Monster::SetY(float y){
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vf2d newPos={pos.x,y};
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vi2d tilePos=vi2d(newPos/float(game->GetCurrentMapData().tilewidth))*game->GetCurrentMapData().tilewidth;
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geom2d::rect<int>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
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if(collisionRect.pos==vi2d{0,0}&&collisionRect.size==vi2d{1,1}){
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pos.y=std::clamp(y,game->GetCurrentMapData().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMapData().height*game->GetCurrentMapData().tilewidth-game->GetCurrentMapData().tilewidth/2.f*GetSizeMult()));
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Moved();
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return true;
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} else {
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geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
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collision.pos+=tilePos;
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if(!geom2d::overlaps(geom2d::circle<float>(newPos,game->GetCurrentMapData().tilewidth/2*GetSizeMult()),collision)){
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pos.y=std::clamp(y,game->GetCurrentMapData().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMapData().height*game->GetCurrentMapData().tilewidth-game->GetCurrentMapData().tilewidth/2.f*GetSizeMult()));
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Moved();
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return true;
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}
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}
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return false;
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}
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bool Monster::Update(float fElapsedTime){
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lastHitTimer=std::max(0.f,lastHitTimer-fElapsedTime);
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iframe_timer=std::max(0.f,iframe_timer-fElapsedTime);
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monsterHurtSoundCooldown=std::max(0.f,monsterHurtSoundCooldown-fElapsedTime);
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if(size!=targetSize){
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if(size>targetSize){
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size=std::max(targetSize,size-AiL::SIZE_CHANGE_SPEED*fElapsedTime);
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}else{
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size=std::min(targetSize,size+AiL::SIZE_CHANGE_SPEED*fElapsedTime);
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}
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}
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if(IsAlive()){
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for(std::vector<Buff>::iterator it=buffList.begin();it!=buffList.end();++it){
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Buff&b=*it;
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b.duration-=fElapsedTime;
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if(b.duration<=0){
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it=buffList.erase(it);
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if(it==buffList.end())break;
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}
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}
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if(!HasIframes()){
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for(Monster&m:MONSTER_LIST){
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if(&m==this)continue;
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if(!m.HasIframes()&&OnUpperLevel()==m.OnUpperLevel()&&abs(m.GetZ()-GetZ())<=1&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
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m.Collision(*this);
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geom2d::line line(pos,m.GetPos());
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float dist = line.length();
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m.SetPos(line.rpoint(dist*1.1f));
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if(m.IsAlive()){
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vel=line.vector().norm()*-128;
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}
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}
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}
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if(!game->GetPlayer()->HasIframes()&&abs(game->GetPlayer()->GetZ()-GetZ())<=1&&game->GetPlayer()->OnUpperLevel()==OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(game->GetPlayer()->GetPos(),12*game->GetPlayer()->GetSizeMult()/2))){
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geom2d::line line(pos,game->GetPlayer()->GetPos());
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float dist = line.length();
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SetPos(line.rpoint(-0.1f));
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vel=line.vector().norm()*-128;
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}
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}
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if(GetState()==State::NORMAL){
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if(game->GetPlayer()->GetX()>pos.x){
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facingDirection=RIGHT;
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} else {
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facingDirection=LEFT;
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}
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}
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Monster::STRATEGY::RUN_STRATEGY(*this,fElapsedTime);
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if(vel.x>0){
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vel.x=std::max(0.f,vel.x-friction*fElapsedTime);
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} else {
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vel.x=std::min(0.f,vel.x+friction*fElapsedTime);
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}
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if(vel.y>0){
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vel.y=std::max(0.f,vel.y-friction*fElapsedTime);
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} else {
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vel.y=std::min(0.f,vel.y+friction*fElapsedTime);
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}
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if(vel!=vf2d{0,0}){
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SetX(pos.x+vel.x*fElapsedTime);
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SetY(pos.y+vel.y*fElapsedTime);
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}
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}
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if(!IsAlive()){
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deathTimer+=fElapsedTime;
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if(deathTimer>3){
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return false;
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}
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}
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animation.UpdateState(internal_animState,randomFrameOffset+fElapsedTime);
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randomFrameOffset=0;
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return true;
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}
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Key Monster::GetFacingDirection(){
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return facingDirection;
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}
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void Monster::Draw(){
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if(GetZ()>0){
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vf2d shadowScale=vf2d{8*GetSizeMult()/3.f,1}/std::max(1.f,GetZ()/24);
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game->view.DrawDecal(GetPos()-vf2d{3,3}*shadowScale/2+vf2d{0,6*GetSizeMult()},GFX["circle.png"].Decal(),shadowScale,BLACK);
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}
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game->view.DrawPartialRotatedDecal(GetPos()-vf2d{0,GetZ()},GetFrame().GetSourceImage()->Decal(),0,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*(GetFacingDirection()==RIGHT?-1:1),GetSizeMult()),GetBuffs(BuffType::SLOWDOWN).size()>0?Pixel{uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(128+127*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration)))}:WHITE);
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}
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void Monster::DrawReflection(float drawRatioX,float multiplierX){
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game->SetDecalMode(DecalMode::ADDITIVE);
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game->view.DrawPartialRotatedDecal(GetPos()+vf2d{drawRatioX*GetFrame().GetSourceRect().size.x,GetZ()+(GetFrame().GetSourceRect().size.y-16)*GetSizeMult()},GetFrame().GetSourceImage()->Decal(),0,GetFrame().GetSourceRect().size/2,GetFrame().GetSourceRect().pos,GetFrame().GetSourceRect().size,vf2d(GetSizeMult()*(GetFacingDirection()==RIGHT?-1:1)*multiplierX,GetSizeMult()*-1),GetBuffs(BuffType::SLOWDOWN).size()>0?Pixel{uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(255*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration))),uint8_t(128+127*abs(sin(1.4*GetBuffs(BuffType::SLOWDOWN)[0].duration)))}:WHITE);
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game->SetDecalMode(DecalMode::NORMAL);
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}
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void Monster::Collision(Player*p){
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if(MONSTER_DATA[name].GetCollisionDmg()>0&&!hasHitPlayer){
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if(p->Hurt(MONSTER_DATA[name].GetCollisionDmg(),OnUpperLevel(),GetZ())){
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hasHitPlayer=true;
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}
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}
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Collision();
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}
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void Monster::Collision(Monster&m){
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Collision();
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}
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void Monster::Collision(){
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if(strategy=="Run Towards"&&GetState()==State::MOVE_TOWARDS&&util::random(float(Monster::STRATEGY::_GetInt(*this,"BumpStopChance",strategy)))<1){//The run towards strategy causes state to return to normal upon a collision.
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SetState(State::NORMAL);
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}
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}
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void Monster::SetVelocity(vf2d vel){
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this->vel=vel;
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}
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bool Monster::SetPos(vf2d pos){
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bool resultX=SetX(pos.x);
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bool resultY=SetY(pos.y);
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if(resultY&&!resultX){
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resultX=SetX(pos.x);
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}
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return resultX||resultY;
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}
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void Monster::Moved(){
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std::map<std::string,std::vector<ZoneData>>&zoneData=game->GetZoneData(game->GetCurrentLevel());
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for(ZoneData&upperLevelZone:zoneData["UpperZone"]){
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if(geom2d::overlaps(upperLevelZone.zone,pos)){
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upperLevel=true;
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}
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}
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for(ZoneData&lowerLevelZone:zoneData["LowerZone"]){
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if(geom2d::overlaps(lowerLevelZone.zone,pos)){
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upperLevel=false;
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}
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}
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monsterWalkSoundTimer+=game->GetElapsedTime();
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if(monsterWalkSoundTimer>1.f){
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monsterWalkSoundTimer-=1.f;
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SoundEffect::PlaySFX(GetWalkSound(),GetPos());
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}
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}
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std::string Monster::GetDeathAnimationName(){
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return MONSTER_DATA[name].GetDeathAnimation();
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}
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bool Monster::Hurt(int damage,bool onUpperLevel,float z){
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if(!IsAlive()||onUpperLevel!=OnUpperLevel()||HasIframes()||abs(GetZ()-z)>1) return false;
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if(game->InBossEncounter()){
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game->StartBossEncounter();
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}
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game->GetPlayer()->ResetLastCombatTime();
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float mod_dmg=float(damage);
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#pragma region Handle Crits
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bool crit=false;
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if(util::random(1)<game->GetPlayer()->GetCritRatePct()){
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mod_dmg*=1+game->GetPlayer()->GetCritDmgPct();
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crit=true;
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}
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#pragma endregion
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for(Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){
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mod_dmg-=damage*b.intensity;
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}
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mod_dmg=std::ceil(mod_dmg);
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hp=std::max(0,hp-int(mod_dmg));
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if(lastHitTimer>0){
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damageNumberPtr.get()->damage+=int(mod_dmg);
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damageNumberPtr.get()->pauseTime=0.4f;
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} else {
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damageNumberPtr=std::make_shared<DamageNumber>(pos,int(mod_dmg));
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DAMAGENUMBER_LIST.push_back(damageNumberPtr);
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}
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#pragma region Change Label to Crit
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if(crit){
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damageNumberPtr.get()->type=CRIT;
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}
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#pragma endregion
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lastHitTimer=0.05f;
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if(!IsAlive()){
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OnDeath();
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SoundEffect::PlaySFX(GetDeathSound(),GetPos());
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}else{
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hp=std::max(1,hp); //Make sure it stays alive if it's supposed to be alive...
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if(monsterHurtSoundCooldown==0.f){
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monsterHurtSoundCooldown=util::random(0.5f)+0.5f;
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SoundEffect::PlaySFX(GetHurtSound(),GetPos());
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}
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}
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if(game->InBossEncounter()){
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game->BossDamageDealt(int(mod_dmg));
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}
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GetInt(Attribute::HITS_UNTIL_DEATH)=std::max(0,GetInt(Attribute::HITS_UNTIL_DEATH)-1);
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iframe_timer=GetFloat(Attribute::IFRAME_TIME_UPON_HIT);
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return true;
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}
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bool Monster::IsAlive(){
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return hp>0||!diesNormally;
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}
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vf2d&Monster::GetTargetPos(){
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return target;
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}
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MonsterSpawner::MonsterSpawner(){}
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MonsterSpawner::MonsterSpawner(vf2d pos,vf2d range,std::vector<std::pair<std::string,vf2d>>monsters,bool upperLevel,std::string bossNameDisplay)
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:pos(pos),range(range),monsters(monsters),upperLevel(upperLevel),bossNameDisplay(bossNameDisplay){
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}
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bool MonsterSpawner::SpawnTriggered(){
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return triggered;
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}
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vf2d MonsterSpawner::GetRange(){
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return range;
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}
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vf2d MonsterSpawner::GetPos(){
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return pos;
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}
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void MonsterSpawner::SetTriggered(bool trigger,bool spawnMonsters){
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triggered=trigger;
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if(spawnMonsters){
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for(std::pair<std::string,vf2d>&monsterInfo:monsters){
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game->SpawnMonster(pos+monsterInfo.second,MONSTER_DATA[monsterInfo.first],DoesUpperLevelSpawning(),bossNameDisplay!="");
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}
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if(bossNameDisplay!=""){
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game->SetBossNameDisplay(bossNameDisplay);
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}
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}
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}
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bool MonsterSpawner::DoesUpperLevelSpawning(){
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return upperLevel;
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}
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bool Monster::OnUpperLevel(){
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return upperLevel;
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}
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void Monster::AddBuff(BuffType type,float duration,float intensity){
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buffList.push_back(Buff{type,duration,intensity});
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}
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void Monster::StartPathfinding(float pathingTime){
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SetState(State::PATH_AROUND);
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path=game->pathfinder.Solve_AStar(pos,target,12,OnUpperLevel());
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if(path.size()>0){
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pathIndex=0;
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//We gives this mob 5 seconds to figure out a path to the target.
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targetAcquireTimer=pathingTime;
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}
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}
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void Monster::PathAroundBehavior(float fElapsedTime){
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if(path.size()>0){
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//Move towards the new path.
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geom2d::line moveTowardsLine=geom2d::line(pos,path[pathIndex]*float(game->GetCurrentMapData().tilewidth));
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if(moveTowardsLine.length()>2){
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SetPos(pos+moveTowardsLine.vector().norm()*100*fElapsedTime*GetMoveSpdMult());
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if(moveTowardsLine.vector().x>0){
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facingDirection=RIGHT;
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} else {
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facingDirection=LEFT;
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}
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}else{
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if(size_t(pathIndex+1)>=path.size()){
|
|
//We have reached the end of the path!
|
|
targetAcquireTimer=0;
|
|
}else{
|
|
pathIndex++;
|
|
}
|
|
}
|
|
} else {
|
|
//We actually can't do anything so just quit.
|
|
targetAcquireTimer=0;
|
|
}
|
|
}
|
|
|
|
std::vector<Buff>Monster::GetBuffs(BuffType buff){
|
|
std::vector<Buff>filteredBuffs;
|
|
std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](Buff&b){return b.type==buff;});
|
|
return filteredBuffs;
|
|
}
|
|
|
|
State::State Monster::GetState(){
|
|
return state;
|
|
}
|
|
|
|
void Monster::SetState(State::State newState){
|
|
state=newState;
|
|
}
|
|
|
|
void Monster::InitializeStrategies(){
|
|
STRATEGY_DATA.insert("Run Towards",Monster::STRATEGY::RUN_TOWARDS);
|
|
STRATEGY_DATA.insert("Shoot Afar",Monster::STRATEGY::SHOOT_AFAR);
|
|
STRATEGY_DATA.insert("Turret",Monster::STRATEGY::TURRET);
|
|
STRATEGY_DATA.insert("Slime King",Monster::STRATEGY::SLIMEKING);
|
|
STRATEGY_DATA.insert("Run Away",Monster::STRATEGY::RUN_AWAY);
|
|
|
|
STRATEGY_DATA.SetInitialized();
|
|
}
|
|
|
|
bool Monster::HasIframes(){
|
|
return iframe_timer>0;
|
|
}
|
|
|
|
float Monster::GetZ(){
|
|
return z;
|
|
}
|
|
|
|
const std::function<void(Monster&,float,std::string)>&Monster::GetStrategy()const{
|
|
return STRATEGY_DATA[strategy];
|
|
}
|
|
|
|
void Monster::SetSize(float newSize,bool immediate){
|
|
if(immediate){
|
|
size=targetSize=newSize;
|
|
}else{
|
|
targetSize=newSize;
|
|
}
|
|
}
|
|
|
|
void Monster::SetZ(float z){
|
|
this->z=z;
|
|
}
|
|
|
|
void Monster::SetStrategyDrawFunction(std::function<void(AiL*)>func){
|
|
strategyDraw=func;
|
|
}
|
|
|
|
void Monster::OnDeath(){
|
|
animation.ChangeState(internal_animState,GetDeathAnimationName());
|
|
if(isBoss){
|
|
game->ReduceBossEncounterMobCount();
|
|
}
|
|
|
|
for(MonsterDropData data:MONSTER_DATA.at(name).GetDropData()){
|
|
if(util::random(100)<=data.dropChance){
|
|
//This isn't necessarily fair odds for each quantity dropped.
|
|
int dropQuantity=int(data.minQty+std::round(util::random(float(data.maxQty-data.minQty))));
|
|
for(int i=0;i<dropQuantity;i++){
|
|
ItemDrop::SpawnItem(data.item,GetPos(),OnUpperLevel());
|
|
}
|
|
}
|
|
}
|
|
|
|
game->GetPlayer()->AddAccumulatedXP(MONSTER_DATA.at(name).GetXP());
|
|
}
|
|
|
|
const ItemAttributable&Monster::GetStats()const{
|
|
return stats;
|
|
}
|
|
|
|
ItemAttribute&Monster::Get(std::string_view attr){
|
|
return ItemAttribute::Get(attr,this);
|
|
}
|
|
|
|
const uint32_t MonsterData::GetXP()const{
|
|
return xp;
|
|
}
|
|
|
|
const EventName&Monster::GetHurtSound(){
|
|
return MONSTER_DATA[name].GetHurtSound();
|
|
}
|
|
const EventName&Monster::GetDeathSound(){
|
|
return MONSTER_DATA[name].GetDeathSound();
|
|
}
|
|
const EventName&Monster::GetWalkSound(){
|
|
return MONSTER_DATA[name].GetWalkSound();
|
|
} |