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LEFTONE/core/lochara/big_warder.c

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#include "./big_warder.h"
#include <stdbool.h>
#include <stdint.h>
#include "util/chaos/xorshift.h"
#include "util/math/algorithm.h"
#include "util/math/vector.h"
#include "util/statman/statman.h"
#include "core/lobullet/linear.h"
#include "core/lobullet/pool.h"
#include "core/locommon/position.h"
#include "core/loentity/ground.h"
#include "core/loplayer/event.h"
#include "core/loplayer/stance.h"
#include "core/loresource/music.h"
#include "core/loshader/character.h"
#include "./base.h"
#include "./state.h"
#include "./strategy.h"
#include "./type.h"
#define WIDTH_ .025f
#define HEIGHT_ .06f
#define MARKER_ .03f
#define COLOR_ vec4(0, 0, 0, 1)
#define BPM_ 80
#define BEAT_ (60.f/BPM_)
#define BEAT_MS_ (BEAT_*1000)
#define MUSIC_DURATION_ (BEAT_MS_*144)
#define WAKE_UP_RANGE_ (WIDTH_*8)
#define REWARD_STANCE_ LOPLAYER_STANCE_UNFINISHER
static const loeffect_recipient_status_t base_status_ = {
.attack = .2f,
.defence = .92f,
.speed = .31f,
.jump = 1.1f,
};
static void lochara_big_warder_initialize_shoot_state_(
const statman_meta_t* meta, void* instance, statman_state_t* state) {
assert(meta != NULL);
assert(instance != NULL);
assert(state != NULL);
lochara_state_initialize_any_(meta, instance, state);
lochara_base_t* base = instance;
vec2_t dir;
locommon_position_sub(
&dir, &base->player->entity->super.super.pos, &base->super.super.pos);
if (dir.x == 0 && dir.y == 0) dir = vec2(1, 0);
vec2_diveq(&dir, vec2_length(&dir));
const vec2_t invdir = vec2(dir.y, -dir.x);
base->param.direction = vec2(MATH_SIGN_NOZERO(dir.x), 0);
for (int32_t i = -4; i <= 4; ++i) {
vec2_t a;
vec2_mul(&a, &dir, 1.5f-MATH_ABS(i)/4.f*.5f);
vec2_t v;
vec2_mul(&v, &dir, .5f);
vec2_t p;
vec2_mul(&p, &invdir, i*.02f);
locommon_position_t pos = base->super.super.pos;
vec2_addeq(&pos.fract, &p);
locommon_position_reduce(&pos);
lobullet_base_t* b = lobullet_pool_create(base->bullet);
lobullet_linear_circle_build(b,
.owner = base->super.super.id,
.basepos = pos,
.size = vec2(.02f, .02f),
.color = vec4(1, 1, 1, 1),
.acceleration = a,
.velocity = v,
.knockback = 1,
.effect = loeffect_damage(
base->param.recipient.status.attack*.6f),
.duration = 2000,
);
loentity_store_add(base->entities, &b->super.super);
}
}
static void lochara_big_warder_update_thrust_in_state_(
const statman_meta_t* meta, void* instance, statman_state_t* state) {
assert(meta != NULL);
assert(instance != NULL);
assert(state != NULL);
static const uint64_t dur = BEAT_MS_/4;
lochara_base_t* base = instance;
uint64_t t = base->ticker->time - base->param.last_state_changed;
if (t > dur) t = dur;
const float tf = t*1.f / dur;
base->cache.instance.motion.time = powf(tf, 2);
base->cache.instance.motion.from = LOSHADER_CHARACTER_MOTION_ID_ATTACK1;
base->cache.instance.motion.to = LOSHADER_CHARACTER_MOTION_ID_ATTACK2;
}
static void lochara_big_warder_update_thrust_out_state_(
const statman_meta_t* meta, void* instance, statman_state_t* state) {
assert(meta != NULL);
assert(instance != NULL);
assert(state != NULL);
static const uint64_t dur = BEAT_MS_/4;
lochara_base_t* base = instance;
uint64_t t = base->ticker->time - base->param.last_state_changed;
if (t > dur) t = dur;
const float tf = t*1.f / dur;
base->cache.instance.motion.time = 1-powf(1-tf, 2);
base->cache.instance.motion.from = LOSHADER_CHARACTER_MOTION_ID_ATTACK2;
base->cache.instance.motion.to = LOSHADER_CHARACTER_MOTION_ID_ATTACK1;
}
static void lochara_big_warder_update_down_state_(
const statman_meta_t* meta, void* instance, statman_state_t* state) {
assert(meta != NULL);
assert(instance != NULL);
assert(state != NULL);
const bool fast =
meta->state == LOCHARA_STATE_DOWN ||
meta->state == LOCHARA_STATE_REVIVE;
const bool reverse =
meta->state == LOCHARA_STATE_REVIVE ||
meta->state == LOCHARA_STATE_RESUSCITATE;
const uint64_t dur = fast? reverse? BEAT_MS_*3: BEAT_MS_: BEAT_MS_*4;
lochara_base_t* base = instance;
base->param.movement = vec2(0, 0);
uint64_t t = base->ticker->time - base->param.last_state_changed;
if (t > dur) t = dur;
if (reverse) t = dur - t;
base->cache.instance.motion.from = LOSHADER_CHARACTER_MOTION_ID_STAND1;
base->cache.instance.motion.to = LOSHADER_CHARACTER_MOTION_ID_DOWN;
base->cache.instance.motion.time = powf(t*1.f/dur, 6);
}
static const statman_meta_t state_table_[] = {
lochara_state_stand(
.period = BEAT_MS_*2,
.acceleration = {{5, 5}},
.motion1 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_ATTACK1,
),
lochara_state_walk(
.period = BEAT_MS_,
.acceleration = {{5, 5}},
.motion1 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_WALK,
),
lochara_state_dodge(
.duration = BEAT_MS_/2,
.speed = 1,
.acceleration = {{3, 3}},
.motion1 = LOSHADER_CHARACTER_MOTION_ID_WALK,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
),
lochara_state_teleport(
.duration = BEAT_MS_,
.offset = {{WIDTH_*2, 0}},
.motion1 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_ATTACK2,
),
{
.state = LOCHARA_STATE_THRUST_IN,
.name = "THRUST_IN",
.initialize = lochara_state_initialize_any_,
.update = lochara_big_warder_update_thrust_in_state_,
},
{
.state = LOCHARA_STATE_THRUST_OUT,
.name = "THRUST_OUT",
.initialize = lochara_state_initialize_any_,
.update = lochara_big_warder_update_thrust_out_state_,
},
{
.state = LOCHARA_STATE_SHOOT,
.name = "SHOOT",
.initialize = lochara_big_warder_initialize_shoot_state_,
.update = lochara_big_warder_update_thrust_in_state_,
},
{
.state = LOCHARA_STATE_DOWN,
.name = "DOWN",
.initialize = lochara_state_initialize_any_,
.update = lochara_big_warder_update_down_state_,
},
{
.state = LOCHARA_STATE_REVIVE,
.name = "REVIVE",
.initialize = lochara_state_initialize_any_,
.update = lochara_big_warder_update_down_state_,
},
{
.state = LOCHARA_STATE_DEAD,
.name = "DEAD",
.initialize = lochara_state_initialize_any_,
.update = lochara_big_warder_update_down_state_,
},
{
.state = LOCHARA_STATE_RESUSCITATE,
.name = "RESUSCITATE",
.initialize = lochara_state_initialize_any_,
.update = lochara_big_warder_update_down_state_,
},
{0},
};
static void lochara_big_warder_update_wait_strategy_(
const statman_meta_t* meta, void* instance, statman_state_t* next) {
assert(meta != NULL);
assert(instance != NULL);
assert(next != NULL);
static const float range2 = WAKE_UP_RANGE_*WAKE_UP_RANGE_;
lochara_base_t* base = instance;
vec2_t disp;
locommon_position_sub(
&disp, &base->player->entity->super.super.pos, &base->super.super.pos);
if (fabsf(disp.y) < HEIGHT_/2 && vec2_pow_length(&disp) < range2) {
loeffect_recipient_apply_effect(
&base->param.recipient, &loeffect_resuscitate());
if (loplayer_stance_set_has(&base->player->stances, REWARD_STANCE_)) {
*next = LOCHARA_STRATEGY_WAKE_UP;
} else {
*next = LOCHARA_STRATEGY_WAKE_UP_EVENT;
}
return;
}
statman_transition_to(
state_table_, instance, &base->param.state, LOCHARA_STATE_DEAD);
}
static void lochara_big_warder_initialize_wake_up_strategy_(
const statman_meta_t* meta, void* instance, statman_state_t* next) {
assert(meta != NULL);
assert(instance != NULL);
assert(next != NULL);
lochara_strategy_initialize_any_(meta, instance, next);
if (meta->state != LOCHARA_STRATEGY_WAKE_UP_EVENT) return;
lochara_base_t* base = instance;
loentity_character_apply_effect(
&base->super, &loeffect_fanatic(MUSIC_DURATION_));
loentity_character_apply_effect(
&base->player->entity->super, &loeffect_curse(MUSIC_DURATION_));
}
static void lochara_big_warder_update_wake_up_strategy_(
const statman_meta_t* meta, void* instance, statman_state_t* next) {
assert(meta != NULL);
assert(instance != NULL);
assert(next != NULL);
const bool ev = meta->state == LOCHARA_STRATEGY_WAKE_UP_EVENT;
const uint64_t dur = (ev? BEAT_MS_*16: BEAT_MS_*4);
lochara_base_t* base = instance;
const uint64_t t = base->ticker->time - base->param.last_strategy_changed;
if (t >= dur) {
*next = LOCHARA_STRATEGY_APPROACH;
return;
}
statman_transition_to(
state_table_, instance, &base->param.state, LOCHARA_STATE_RESUSCITATE);
}
static void lochara_big_warder_update_approach_strategy_(
const statman_meta_t* meta, void* instance, statman_state_t* next) {
assert(meta != NULL);
assert(instance != NULL);
assert(next != NULL);
lochara_base_t* base = instance;
if (!loeffect_recipient_is_alive(&base->param.recipient)) {
*next = LOCHARA_STRATEGY_DEAD;
return;
}
const uint64_t since = base->param.last_strategy_changed;
uint64_t until = since + BEAT_MS_;
if (base->player->event.executor == base->super.super.id) {
const uint64_t msince = base->player->event.ctx.music.since;
if (msince < since) {
const uint64_t beats = (since - msince)/BEAT_MS_ + 1;
until = msince + beats*BEAT_MS_;
}
}
/* ---- strategy transition ---- */
const locommon_position_t* player = &base->player->entity->super.super.pos;
vec2_t disp;
locommon_position_sub(&disp, player, &base->super.super.pos);
if (player->chunk.x != base->super.super.pos.chunk.x ||
player->chunk.y != base->super.super.pos.chunk.y ||
disp.y < -HEIGHT_) {
*next = LOCHARA_STRATEGY_WAIT;
return;
}
const float dist = MATH_ABS(disp.x);
if (base->ticker->time >= until) {
if (MATH_ABS(disp.y) > HEIGHT_) {
*next = LOCHARA_STRATEGY_SHOOT1;
} else if (dist < WIDTH_*5) {
*next = LOCHARA_STRATEGY_COMBO1;
if (chaos_xorshift(base->ticker->time)%3 == 0) {
*next = LOCHARA_STRATEGY_COMBO2;
}
} else if (dist < WIDTH_*10) {
*next = LOCHARA_STRATEGY_COMBO2;
} else {
*next = LOCHARA_STRATEGY_SHOOT1;
}
return;
}
if (dist > WIDTH_*6) {
base->param.direction = vec2(MATH_SIGN_NOZERO(disp.x), 0);
}
}
static const lochara_combat_action_t combo1_[] = {
lochara_combat_action_rest(
.duration = BEAT_MS_/2,
.state = LOCHARA_STATE_THRUST_IN,
),
lochara_combat_action_attack(
.duration = BEAT_MS_/2,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1,
),
lochara_combat_action_rest(
.duration = BEAT_MS_,
.state = LOCHARA_STATE_THRUST_OUT,
),
lochara_combat_action_attack(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_THRUST_OUT,
),
lochara_combat_action_attack(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1.2f,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_DODGE_LEFT,
),
{0},
};
static const lochara_combat_action_t combo2_[] = {
lochara_combat_action_rest(
.duration = BEAT_MS_,
.state = LOCHARA_STATE_TELEPORT_FRONT,
),
lochara_combat_action_attack(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_THRUST_OUT,
),
lochara_combat_action_attack(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_THRUST_OUT,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/2,
.state = LOCHARA_STATE_THRUST_IN,
),
lochara_combat_action_attack(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_DODGE_RIGHT,
),
lochara_combat_action_rest(
.duration = BEAT_MS_,
.state = LOCHARA_STATE_TELEPORT_BEHIND,
),
{0},
};
static const lochara_combat_action_t combo3_[] = {
lochara_combat_action_rest(
.duration = BEAT_MS_,
.state = LOCHARA_STATE_THRUST_IN,
),
lochara_combat_action_attack(
.duration = BEAT_MS_/2,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/2,
.state = LOCHARA_STATE_THRUST_OUT,
),
lochara_combat_action_attack(
.duration = BEAT_MS_/2,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/2,
.state = LOCHARA_STATE_THRUST_OUT,
),
lochara_combat_action_attack(
.duration = BEAT_MS_/2,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_THRUST_OUT,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_DODGE_RIGHT,
),
{0},
};
static const lochara_combat_action_t shoot1_[] = {
lochara_combat_action_rest(
.duration = BEAT_MS_,
.state = LOCHARA_STATE_SHOOT,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_DODGE_RIGHT,
),
lochara_combat_action_rest(
.duration = BEAT_MS_,
.state = LOCHARA_STATE_SHOOT,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/4,
.state = LOCHARA_STATE_DODGE_LEFT,
),
lochara_combat_action_rest(
.duration = BEAT_MS_/2*3,
.state = LOCHARA_STATE_STAND,
),
{0},
};
static const lochara_combat_action_t down_[] = {
lochara_combat_action_rest(
.duration = BEAT_MS_,
.state = LOCHARA_STATE_DOWN,
),
lochara_combat_action_rest(
.duration = BEAT_MS_*3,
.state = LOCHARA_STATE_REVIVE,
),
{0},
};
static const lochara_combat_action_t kill_[] = {
lochara_combat_action_rest(
.duration = BEAT_MS_*4,
.state = LOCHARA_STATE_DEAD,
),
{0},
};
static const lochara_combat_action_t dead_[] = {
lochara_combat_action_rest(
.duration = 30000,
.state = LOCHARA_STATE_DEAD,
),
{0},
};
static const statman_meta_t strategy_table_[] = {
{
.state = LOCHARA_STRATEGY_WAIT,
.name = "WAIT",
.initialize = lochara_strategy_initialize_any_,
.update = lochara_big_warder_update_wait_strategy_,
},
{
.state = LOCHARA_STRATEGY_WAKE_UP,
.name = "WAKE_UP",
.initialize = lochara_strategy_initialize_any_,
.update = lochara_big_warder_update_wake_up_strategy_,
},
{
.state = LOCHARA_STRATEGY_WAKE_UP_EVENT,
.name = "WAKE_UP_EVENT",
.initialize = lochara_big_warder_initialize_wake_up_strategy_,
.update = lochara_big_warder_update_wake_up_strategy_,
},
{
.state = LOCHARA_STRATEGY_APPROACH,
.name = "APPROACH",
.initialize = lochara_strategy_initialize_any_,
.update = lochara_big_warder_update_approach_strategy_,
},
lochara_strategy_combat(COMBO1,
.state_table = state_table_,
.actions = combo1_,
.parry_window = 100,
.parried_next = LOCHARA_STRATEGY_COMBO3,
.next = LOCHARA_STRATEGY_APPROACH,
),
lochara_strategy_combat(COMBO2,
.state_table = state_table_,
.actions = combo2_,
.parry_window = 100,
.parried_next = LOCHARA_STRATEGY_DOWN,
.next = LOCHARA_STRATEGY_COMBO3,
),
lochara_strategy_combat(COMBO3,
.state_table = state_table_,
.actions = combo3_,
.parried_next = LOCHARA_STRATEGY_DOWN,
.next = LOCHARA_STRATEGY_APPROACH,
),
lochara_strategy_combat(SHOOT1,
.state_table = state_table_,
.actions = shoot1_,
.parry_window = 200,
.parried_next = LOCHARA_STRATEGY_DOWN,
.gravity = true,
.next = LOCHARA_STRATEGY_APPROACH,
),
lochara_strategy_combat(DOWN,
.state_table = state_table_,
.actions = down_,
.gravity = true,
.next = LOCHARA_STRATEGY_APPROACH,
),
lochara_strategy_combat(KILL,
.state_table = state_table_,
.actions = kill_,
.gravity = true,
.next = LOCHARA_STRATEGY_WAIT,
),
lochara_strategy_combat(DEAD,
.state_table = state_table_,
.actions = dead_,
.gravity = true,
.next = LOCHARA_STRATEGY_WAIT,
),
{0},
};
static void lochara_big_warder_update_event_(lochara_base_t* base) {
assert(base != NULL);
static const loplayer_event_command_t wake_up[] = {
loplayer_event_command_play_music(LORESOURCE_MUSIC_ID_BOSS_BIG_WARDER),
loplayer_event_command_set_area(.49f, .45f),
loplayer_event_command_set_cinescope(1),
loplayer_event_command_wait(BEAT_MS_*4),
loplayer_event_command_set_line("boss_big_warder_line0"),
loplayer_event_command_wait(BEAT_MS_*8),
loplayer_event_command_set_line("boss_big_warder_line1"),
loplayer_event_command_wait(BEAT_MS_*4),
loplayer_event_command_set_line(NULL),
loplayer_event_command_set_cinescope(0),
{0},
};
static const loplayer_event_command_t kill[] = {
loplayer_event_command_set_area(0, 0),
loplayer_event_command_set_cinescope(1),
loplayer_event_command_wait(BEAT_MS_),
loplayer_event_command_stop_music(),
loplayer_event_command_set_line("boss_big_warder_kill_line"),
loplayer_event_command_wait(BEAT_MS_*4),
loplayer_event_command_finalize(),
{0},
};
static const loplayer_event_command_t dead[] = {
loplayer_event_command_set_area(0, 0),
loplayer_event_command_wait(BEAT_MS_),
loplayer_event_command_stop_music(),
loplayer_event_command_finalize(),
{0},
};
const uint64_t t = base->ticker->time;
loplayer_event_t* event = &base->player->event;
const loentity_id_t id = base->super.super.id;
locommon_position_t basepos = base->super.super.pos;
basepos.fract = vec2(.5f, .5f);
if (base->param.strategy == LOCHARA_STRATEGY_WAKE_UP_EVENT) {
loplayer_event_execute_commands(event, id, &basepos, wake_up);
return;
}
if (event->executor != id) return;
if (base->player->entity->param.state == LOCHARA_STATE_DEAD) {
statman_transition_to(
strategy_table_, base, &base->param.strategy, LOCHARA_STRATEGY_KILL);
loplayer_event_execute_commands(event, id, &basepos, kill);
return;
}
if (base->param.strategy == LOCHARA_STRATEGY_DEAD) {
loplayer_event_execute_commands(event, id, &basepos, dead);
if (!loplayer_stance_set_has(&base->player->stances, REWARD_STANCE_)) {
loplayer_stance_set_add(&base->player->stances, REWARD_STANCE_);
loplayer_popup_queue_new_stance(&base->player->popup, REWARD_STANCE_);
}
return;
}
if (base->player->event.basetime+MUSIC_DURATION_ <= t &&
loeffect_recipient_is_alive(&base->param.recipient)) {
loentity_character_apply_effect(
&base->player->entity->super, &loeffect_curse_trigger());
return;
}
loplayer_event_execute_commands(event, id, &basepos, wake_up);
}
bool lochara_big_warder_update(lochara_base_t* base) {
assert(base != NULL);
loeffect_recipient_update(&base->param.recipient, &base_status_);
statman_update(strategy_table_, base, &base->param.strategy);
lochara_big_warder_update_event_(base);
const float dir = MATH_SIGN_NOZERO(base->param.direction.x);
base->cache.instance = (loshader_character_drawer_instance_t) {
.character_id = LOSHADER_CHARACTER_ID_WARDER,
.pos = vec2(0, -MARKER_),
.size = vec2(dir*HEIGHT_, HEIGHT_),
.color = COLOR_,
.marker_offset = vec2(0, MARKER_),
};
statman_update(state_table_, base, &base->param.state);
if (base->param.strategy != LOCHARA_STRATEGY_WAIT &&
base->param.strategy != LOCHARA_STRATEGY_WAKE_UP &&
base->param.strategy != LOCHARA_STRATEGY_WAKE_UP_EVENT &&
base->param.strategy != LOCHARA_STRATEGY_DEAD) {
base->cache.instance.marker = lochara_base_affect_bullets(base);
}
lochara_base_calculate_physics(
base, &vec2(WIDTH_, HEIGHT_), &vec2(0, MARKER_));
lochara_base_bind_on_ground(base, &vec2(WIDTH_, HEIGHT_+MARKER_));
return true;
}
void lochara_big_warder_build(
lochara_base_t* base, loentity_ground_t* gnd) {
assert(base != NULL);
assert(gnd != NULL);
base->super.super.pos = gnd->super.pos;
vec2_addeq(&base->super.super.pos.fract, &vec2(0, gnd->size.y));
locommon_position_reduce(&base->super.super.pos);
base->param = (typeof(base->param)) {
.type = LOCHARA_TYPE_BIG_WARDER,
.state = LOCHARA_STATE_DEAD,
.last_state_changed = base->ticker->time,
.strategy = LOCHARA_STRATEGY_WAIT,
.last_strategy_changed = base->ticker->time,
.ground = gnd->super.id,
};
loeffect_recipient_initialize(
&base->param.recipient, base->ticker, &base_status_);
}