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a bunch of new npcs

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Alula 2021-01-16 23:49:18 +01:00
parent c5b058014a
commit 9d76cf7e48
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GPG key ID: 3E00485503A1D8BA
7 changed files with 301 additions and 0 deletions

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@ -644,6 +644,7 @@ impl EngineConstants {
"Npc/NpcHeri" => (320, 128),
"Npc/NpcIronH" => (320, 72),
"Npc/NpcIsland" => (320, 80),
"Npc/NpcKaze" => (320, 240),
"Npc/NpcKings" => (96, 48),
"Npc/NpcMaze" => (320, 192),
"Npc/NpcMiza" => (320, 240),

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@ -684,4 +684,145 @@ impl NPC {
Ok(())
}
pub(crate) fn tick_n208_basu_destroyed_egg_corridor(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
let player = self.get_closest_player_mut(players);
match self.action_num {
0 => {
if player.x < self.x + 16 * 0x200 && player.x > self.x - 16 * 0x200 {
self.target_x = self.x;
self.target_y = self.y;
self.action_num = 1;
self.action_counter = 0;
self.action_counter2 = 0;
self.damage = 6;
self.vel_y = -0x100;
self.tsc_direction = self.direction as u16;
self.npc_flags.set_shootable(true);
self.x = player.x + self.direction.vector_x() * 16 * 16 * 0x200;
self.vel_x = self.direction.vector_x() * 0x2ff;
} else {
self.anim_rect = Rect::new(0, 0, 0, 0);
self.damage = 0;
self.vel_x = 0;
self.vel_y = 0;
self.npc_flags.set_shootable(false);
}
return Ok(());
}
1 => {
if self.x > player.x {
self.direction = Direction::Left;
self.vel_x -= 0x10;
} else {
self.direction = Direction::Right;
self.vel_x += 0x10;
}
if self.flags.hit_left_wall() {
self.vel_x = 0x200;
}
if self.flags.hit_right_wall() {
self.vel_x = -0x200;
}
self.vel_y += ((self.target_y - self.y).signum() | 1) * 0x08;
self.vel_x = clamp(self.vel_x, -0x2ff, 0x2ff);
self.vel_y = clamp(self.vel_y, -0x100, 0x100);
if self.shock > 0 {
self.x += self.vel_x / 2;
self.y += self.vel_y / 2;
} else {
self.x += self.vel_x;
self.y += self.vel_y;
}
if player.x > self.x + 400 * 0x200 || player.x < self.x - 400 * 0x200 {
self.action_num = 0;
self.vel_x = 0;
self.x = self.target_x;
self.damage = 0;
self.direction = Direction::from_int_facing(self.tsc_direction as usize)
.unwrap_or(Direction::Left);
self.anim_rect = Rect::new(0, 0, 0, 0);
return Ok(());
}
}
_ => {}
}
if self.action_counter < 150 {
self.action_counter += 1;
} else {
self.action_counter2 += 1;
if (self.action_counter2 % 8) == 0 && abs(self.x - player.x) < 160 * 0x200 {
let angle = f64::atan2((self.y - player.y) as f64, (self.x - player.x) as f64)
+ self.rng.range(-6..6) as f64 * CDEG_RAD;
let mut npc = NPC::create(209, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
npc.vel_x = (angle.cos() * -1536.0) as i32;
npc.vel_y = (angle.sin() * -1536.0) as i32;
let _ = npc_list.spawn(0x100, npc);
state.sound_manager.play_sfx(39);
}
if self.action_counter2 > 16 {
self.action_counter = 0;
self.action_counter2 = 0;
}
}
self.anim_counter += 1;
if self.anim_counter > 1 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 1 {
self.anim_num = 0;
}
}
if self.action_counter > 120 && self.action_counter / 2 % 2 == 1 && self.anim_num == 1 {
self.anim_num = 2;
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
self.anim_rect = state.constants.npc.n208_basu_destroyed_egg_corridor[self.anim_num as usize + dir_offset];
Ok(())
}
pub(crate) fn tick_n209_basu_projectile_destroyed_egg_corridor(&mut self, state: &mut SharedGameState) -> GameResult {
self.x += self.vel_x;
self.y += self.vel_y;
self.anim_counter += 1;
if self.anim_counter > 2 {
self.anim_counter = 0;
self.anim_num += 1;
if self.anim_num > 3 {
self.anim_num = 0;
}
}
self.anim_rect = state.constants.npc.n209_basu_projectile_destroyed_egg_corridor[self.anim_num as usize];
self.action_counter2 += 1;
if self.flags.0 != 0 || self.action_counter2 > 300 {
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
self.cond.set_alive(false);
}
Ok(())
}
}

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@ -10,6 +10,48 @@ use crate::shared_game_state::SharedGameState;
impl NPC {
pub(crate) fn tick_n154_gaudi_dead(&mut self, state: &mut SharedGameState) -> GameResult {
match self.action_num {
0 => {
self.npc_flags.set_shootable(false);
self.npc_flags.set_ignore_solidity(false);
self.damage = 0;
self.action_num = 1;
self.anim_num = 0;
self.vel_y = -0x200;
match self.direction {
Direction::Left => self.vel_x = 0x100,
Direction::Right => self.vel_x = -0x100,
_ => {},
};
state.sound_manager.play_sfx(53);
}
1 if self.flags.hit_bottom_wall() => {
self.action_num = 2;
self.action_counter = 0;
self.anim_num = 1;
self.anim_counter = 0;
}
2 => {
self.vel_x = 8 * self.vel_x / 9;
self.animate(3, 1, 2);
self.action_counter += 1;
if self.action_counter > 50 {
self.cond.set_explode_die(true);
}
}
_ => {},
}
self.vel_y += 0x20;
if self.vel_y > 0x5ff {
self.vel_y = 0x5ff;
}
self.x += self.vel_x;
self.y += self.vel_y;
let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
self.anim_rect = state.constants.npc.n154_gaudi_dead[self.anim_num as usize + dir_offset];
@ -31,4 +73,10 @@ impl NPC {
Ok(())
}
pub(crate) fn tick_n173_gaudi_armored(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult {
let player = self.get_closest_player_mut(players);
Ok(())
}
}

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@ -1314,4 +1314,21 @@ impl NPC {
Ok(())
}
pub(crate) fn tick_n359_water_droplet_generator(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
let player = self.get_closest_player_mut(players);
if abs(player.x - self.x) < 320 * 0x200
&& player.y < self.y + 320 * 0x200
&& player.y > self.y - 160 * 0x200
&& self.rng.range(0..100) == 2 {
let mut npc = NPC::create(73, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x + self.rng.range(-6..6) * 0x200;
npc.y = self.y - 7 * 0x200;
let _ = npc_list.spawn(0, npc);
}
Ok(())
}
}

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@ -12,6 +12,7 @@ pub mod maze;
pub mod mimiga_village;
pub mod misc;
pub mod misery;
pub mod outer_wall;
pub mod pickups;
pub mod quote;
pub mod sand_zone;

89
src/npc/ai/outer_wall.rs Normal file
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@ -0,0 +1,89 @@
use crate::npc::NPC;
use crate::shared_game_state::SharedGameState;
use crate::player::Player;
use ggez::GameResult;
use num_traits::abs;
impl NPC {
pub(crate) fn tick_n215_sandcroc_outer_wall(&mut self, state: &mut SharedGameState, players: [&mut Player; 2]) -> GameResult {
match self.action_num {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.action_counter = 0;
self.anim_num = 0;
self.target_y = self.y;
self.npc_flags.set_shootable(false);
self.npc_flags.set_ignore_solidity(false);
self.npc_flags.set_invulnerable(false);
self.npc_flags.set_solid_soft(false);
}
let player = self.get_closest_player_mut(players);
if abs(self.x - player.x) < 12 * 0x200 && player.y > self.y && player.y < self.y + 8 * 0x200 {
self.action_num = 15;
self.action_counter = 0;
}
}
15 => {
self.action_counter += 1;
if self.action_counter > 10 {
state.sound_manager.play_sfx(102);
self.action_num = 20;
}
}
20 => {
self.anim_counter += 1;
if self.anim_counter > 3 {
self.anim_num += 1;
self.anim_counter = 0;
}
match self.anim_num {
3 => self.damage = 15,
4 => {
self.action_num = 30;
self.action_counter = 0;
self.npc_flags.set_shootable(true);
}
_ => {}
}
}
30 => {
self.damage = 0;
self.npc_flags.set_solid_soft(true);
self.action_counter += 1;
if self.shock > 0 {
self.action_num = 40;
self.action_counter = 0;
}
}
40 => {
self.npc_flags.set_ignore_solidity(true);
self.y += 0x200;
self.action_counter += 1;
if self.action_counter == 32 {
self.action_num = 50;
self.action_counter = 0;
self.npc_flags.set_solid_soft(false);
self.npc_flags.set_shootable(false);
}
}
50 => {
if self.action_counter > 99 {
self.y = self.target_y;
self.action_num = 0;
self.anim_num = 0;
} else {
self.action_counter += 1;
}
}
_ => {}
}
self.anim_rect = state.constants.npc.n215_sandcroc_outer_wall[self.anim_num as usize];
Ok(())
}
}

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@ -273,12 +273,16 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)> for NP
193 => self.tick_n193_broken_scooter(state),
194 => self.tick_n194_broken_blue_robot(state),
199 => self.tick_n199_wind_particles(state),
208 => self.tick_n208_basu_destroyed_egg_corridor(state, players, npc_list),
209 => self.tick_n209_basu_projectile_destroyed_egg_corridor(state),
211 => self.tick_n211_small_spikes(state),
215 => self.tick_n215_sandcroc_outer_wall(state, players),
234 => self.tick_n234_red_flowers_picked(state),
241 => self.tick_n241_critter_red(state, players),
298 => self.tick_n298_intro_doctor(state),
299 => self.tick_n299_intro_balrog_misery(state),
300 => self.tick_n300_intro_demon_crown(state),
359 => self.tick_n359_water_droplet_generator(state, players, npc_list),
_ => Ok(()),
}?;