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LEFTONE/core/lochara/cavia.c

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#include "./cavia.h"
#include <assert.h>
#include <stdbool.h>
#include <stddef.h>
#include "util/math/algorithm.h"
#include "util/math/vector.h"
#include "util/statman/statman.h"
#include "core/lobullet/base.h"
#include "core/lobullet/linear.h"
#include "core/loeffect/effect.h"
#include "core/loeffect/recipient.h"
#include "core/loentity/ground.h"
#include "core/loresource/sound.h"
#include "core/loshader/character.h"
#include "./base.h"
#include "./combat.h"
#define WIDTH_ .02f
#define HEIGHT_ .05f
#define MARKER_ .02f
#define COLOR_ vec4(0, 0, 0, 1)
static const loeffect_recipient_status_t base_status_ = {
.attack = .1f,
.defence = .3f,
.speed = .05f,
.jump = 1.f,
};
static void lochara_cavia_update_thrust_in_(
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 = 100;
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_cavia_update_thrust_out_(
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 = 100;
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_ATTACK2;
base->cache.instance.motion.to = LOSHADER_CHARACTER_MOTION_ID_ATTACK1;
}
static void lochara_cavia_initialize_dead_(
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;
for (size_t i = 0; i < 12; ++i) {
const float t = MATH_PI/6*i;
vec2_t v, a, p;
p = vec2(cos(t), sin(t));
vec2_mul(&v, &p, .7f);
vec2_mul(&a, &p, -1.4f);
vec2_muleq(&p, .1f);
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_triangle_build(b,
.owner = b->super.super.id,
.basepos = pos,
.velocity = v,
.acceleration = a,
.size = vec2(.01f, .045f),
.color = vec4(0, 0, 0, .8f),
.angle = t-MATH_PI,
.knockback = 1,
.effect = loeffect_damage(.1f),
.duration = 1200,
);
loentity_store_add(base->entities, &b->super.super);
}
loresource_sound_set_play(&base->res->sound, LORESOURCE_SOUND_ID_ENEMY_TRIGGER);
}
static void lochara_cavia_update_dead_(
const statman_meta_t* meta, void* instance, statman_state_t* state) {
assert(meta != NULL);
assert(instance != NULL);
assert(state != NULL);
lochara_base_t* base = instance;
base->param.movement = vec2(0, 0);
uint64_t t = base->ticker->time - base->param.last_state_changed;
if (t > 2000) {
t = 2000;
}
if (meta->state == LOCHARA_STATE_RESUSCITATE) {
if (t == 0) {
loeffect_recipient_apply_effect(
&base->param.recipient, &loeffect_resuscitate());
}
t = 2000 - t;
}
if (t < 1000) {
const float tf = t/1000.f;
base->cache.instance.motion.from = LOSHADER_CHARACTER_MOTION_ID_STAND1;
base->cache.instance.motion.to = LOSHADER_CHARACTER_MOTION_ID_SIT;
base->cache.instance.motion.time = powf(tf, 6);
} else {
const float tf = (t-1000)/1000.f;
base->cache.instance.motion.from = LOSHADER_CHARACTER_MOTION_ID_SIT;
base->cache.instance.motion.to = LOSHADER_CHARACTER_MOTION_ID_DOWN;
base->cache.instance.motion.time = powf(tf, 4);
}
}
static const statman_meta_t state_table_[] = {
lochara_state_stand(
.period = 4000,
.acceleration = {{5, 5}},
.motion1 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_STAND2,
),
lochara_state_walk(
.period = 1000,
.acceleration = {{5, 5}},
.motion1 = LOSHADER_CHARACTER_MOTION_ID_STAND1,
.motion2 = LOSHADER_CHARACTER_MOTION_ID_WALK,
),
{
.state = LOCHARA_STATE_THRUST_IN,
.name = "THRUST_IN",
.initialize = lochara_state_initialize_any_,
.update = lochara_cavia_update_thrust_in_,
},
{
.state = LOCHARA_STATE_THRUST_OUT,
.name = "THRUST_OUT",
.initialize = lochara_state_initialize_any_,
.update = lochara_cavia_update_thrust_out_,
},
{
.state = LOCHARA_STATE_DEAD,
.name = "DEAD",
.initialize = lochara_cavia_initialize_dead_,
.update = lochara_cavia_update_dead_,
},
{
.state = LOCHARA_STATE_RESUSCITATE,
.name = "RESUSCITATE",
.initialize = lochara_state_initialize_any_,
.update = lochara_cavia_update_dead_,
},
{0},
};
static const lochara_combat_action_t combo1_[] = {
lochara_combat_action_rest(
.duration = 300,
.state = LOCHARA_STATE_STAND,
),
lochara_combat_action_attack(
.duration = 300,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1.2f,
),
lochara_combat_action_rest(
.duration = 100,
.state = LOCHARA_STATE_THRUST_OUT,
),
lochara_combat_action_attack(
.duration = 150,
.state = LOCHARA_STATE_THRUST_IN,
.damage = .8f,
),
lochara_combat_action_rest(
.duration = 150,
.state = LOCHARA_STATE_THRUST_OUT,
),
lochara_combat_action_attack(
.duration = 150,
.state = LOCHARA_STATE_THRUST_IN,
.damage = 1,
),
lochara_combat_action_rest(
.duration = 1000,
.state = LOCHARA_STATE_THRUST_OUT,
),
{0},
};
static const lochara_combat_action_t dead_[] = {
lochara_combat_action_rest(
.duration = 30000,
.state = LOCHARA_STATE_DEAD,
),
lochara_combat_action_rest(
.duration = 2000,
.state = LOCHARA_STATE_RESUSCITATE,
),
{0},
};
static const statman_meta_t strategy_table_[] = {
lochara_strategy_scouting(
.state_table = state_table_,
.period = 2000,
.stagger = .5f,
.range_close = WIDTH_*2,
.found_close = LOCHARA_STRATEGY_COMBO1,
.range_back = 1,
),
lochara_strategy_combat(COMBO1,
.state_table = state_table_,
.actions = combo1_,
.next = LOCHARA_STRATEGY_SCOUTING,
),
lochara_strategy_combat(DEAD,
.state_table = state_table_,
.actions = dead_,
.next = LOCHARA_STRATEGY_SCOUTING,
),
{0},
};
bool lochara_cavia_update(lochara_base_t* base) {
assert(base != NULL);
loeffect_recipient_update(&base->param.recipient, &base_status_);
statman_update(strategy_table_, base, &base->param.strategy);
const float dir = MATH_SIGN_NOZERO(base->param.direction.x);
base->cache.instance = (loshader_character_drawer_instance_t) {
.character_id = LOSHADER_CHARACTER_ID_CAVIA,
.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.state != LOCHARA_STATE_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_cavia_build(
lochara_base_t* base, const loentity_ground_t* gnd, float pos) {
assert(base != NULL);
assert(gnd != NULL);
assert(MATH_FLOAT_VALID(pos));
base->super.super.pos = gnd->super.pos;
vec2_addeq(
&base->super.super.pos.fract,
&vec2(gnd->size.x*pos, gnd->size.y));
locommon_position_reduce(&base->super.super.pos);
base->param = (typeof(base->param)) {
.type = LOCHARA_TYPE_CAVIA,
.state = LOCHARA_STATE_STAND,
.last_state_changed = base->ticker->time,
.strategy = LOCHARA_STRATEGY_SCOUTING,
.last_strategy_changed = base->ticker->time,
.ground = gnd->super.id,
};
loeffect_recipient_initialize(
&base->param.recipient, base->ticker, &base_status_);
}