#include "./cavia.h" #include #include #include #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_); }