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Accuracy fixes for Waterway through Hell (#237)

* Accuracy fixes for Waterway through Balcony

* Hell accuracy fixes
This commit is contained in:
periwinkle 2023-09-27 22:14:26 -04:00 committed by GitHub
parent 3468bcf5fd
commit c2ad3dd643
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 104 additions and 69 deletions

View file

@ -64,7 +64,7 @@ impl NPC {
let _ = npc_list.spawn(0x100, npc);
// chaco
let mut npc = NPC::create(223, &state.npc_table);
let mut npc = NPC::create(93, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x - 0x4600;
npc.y = self.y - 0x1c00;
@ -116,6 +116,16 @@ impl NPC {
_ => (),
}
if let Some(parent) = self.get_parent_ref_mut(npc_list) {
if self.direction == Direction::Left {
self.x = parent.x + 0x2400;
self.y = parent.y - 0x7200;
} else {
self.x = parent.x - 0x4000;
self.y = parent.y - 0x6800;
}
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 4 };
self.anim_rect = state.constants.npc.n255_helicopter_blades[self.anim_num as usize + dir_offset];

View file

@ -364,8 +364,8 @@ impl NPC {
npc.y = self.y;
for i in (8..256).step_by(16) {
npc.vel_x = ((i as f64 * CDEG_RAD).cos() * -1024.0) as i32;
npc.vel_y = ((i as f64 * CDEG_RAD).sin() * -1024.0) as i32;
npc.vel_x = ((i as f64 * CDEG_RAD).cos() * 1024.0) as i32;
npc.vel_y = ((i as f64 * CDEG_RAD).sin() * 1024.0) as i32;
let _ = npc_list.spawn(0x100, npc.clone());
}
@ -375,7 +375,6 @@ impl NPC {
self.action_counter += 1;
if self.action_counter > 50 {
self.action_num = 100;
self.anim_num = 0;
}
}
100 | 101 => {
@ -507,8 +506,8 @@ impl NPC {
self.target_x += self.vel_x;
let angle = self.action_counter2 as f64 * CDEG_RAD;
self.x = self.target_x + self.action_counter as i32 * (angle.cos() * -512.0) as i32 / 8;
self.y = self.target_y + self.action_counter as i32 * (angle.sin() * -512.0) as i32 / 2;
self.x = self.target_x + self.action_counter as i32 * (angle.cos() * 512.0) as i32 / 8;
self.y = self.target_y + self.action_counter as i32 * (angle.sin() * 512.0) as i32 / 2;
let mut npc = NPC::create(265, &state.npc_table);
npc.cond.set_alive(true);
@ -652,7 +651,7 @@ impl NPC {
self.direction = if self.x > player.x { Direction::Left } else { Direction::Right };
if self.flags.hit_bottom_wall() {
if self.life + 20 > self.action_counter3 {
if self.life + 20 >= self.action_counter3 {
self.animate(10, 1, 2);
} else if player.flags.hit_bottom_wall() && player.x > self.x - 0x6000 && player.x < self.x + 0x6000 && self.anim_num != 6
{
@ -900,9 +899,8 @@ impl NPC {
}
}
103 => {
if self.action_counter > 0 {
self.action_counter -= 2;
} else {
self.action_counter = self.action_counter.saturating_sub(2);
if self.action_counter == 0 {
self.action_num = 16;
self.vel_x = 0;
self.vel_y = -0x200;
@ -936,7 +934,7 @@ impl NPC {
if self.action_counter / 2 % 2 != 0 {
self.x = self.target_x;
} else {
self.x = self.x.wrapping_add(0x200);
self.x = self.target_x.wrapping_add(0x200);
}
}
510 | 511 => {
@ -1072,7 +1070,7 @@ impl NPC {
self.x += self.vel_x;
self.y += self.vel_y;
if self.action_counter > 50 || self.flags.any_flag() {
if self.action_counter > 50 || self.flags.hit_anything() {
self.cond.set_alive(false)
}
} else if self.direction == Direction::Right {

View file

@ -83,7 +83,7 @@ impl NPC {
self.action_num = 1;
if (self.direction == Direction::Left && player.x > self.x - 0x24000 && player.x < self.x - 0x22000)
|| (player.x < self.x + 0x24000 && player.x > self.x + 0x22000)
|| (self.direction != Direction::Left && player.x < self.x + 0x24000 && player.x > self.x + 0x22000)
{
self.action_num = 10;
}
@ -730,7 +730,7 @@ impl NPC {
_ => (),
}
self.animate(1, 0, 2);
self.animate(0, 0, 2);
self.anim_rect = state.constants.npc.n319_mesa_block[self.anim_num as usize];
Ok(())

View file

@ -280,6 +280,7 @@ impl NPC {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
state.sound_manager.play_sfx(72);
let player = self.get_closest_player_mut(players);
self.direction = if self.x > player.x { Direction::Left } else { Direction::Right };
@ -428,7 +429,7 @@ impl NPC {
self.action_counter = 0;
self.anim_num = 0;
self.action_counter = 0;
self.direction = if self.x < player.x { Direction::Right } else { Direction::Left };
self.direction = if self.x <= player.x { Direction::Right } else { Direction::Left };
}
self.vel_x = self.direction.vector_x() * 0x200;
@ -495,8 +496,8 @@ impl NPC {
let deg = (if self.direction == Direction::Left { 0x88 } else { 0xf8 } + self.rng.range(-16..16))
as f64
* CDEG_RAD;
let vel_x = (deg.cos() * 1536.0) as i32;
let vel_y = (deg.sin() * 1536.0) as i32;
let vel_x = (deg.cos() * 2560.0) as i32;
let vel_y = (deg.sin() * 2560.0) as i32;
let mut npc = NPC::create(11, &state.npc_table);

View file

@ -5,6 +5,7 @@ use crate::game::npc::list::NPCList;
use crate::game::npc::NPC;
use crate::game::player::Player;
use crate::game::shared_game_state::SharedGameState;
use crate::game::stage::Stage;
use crate::util::rng::RNG;
impl NPC {
@ -103,7 +104,11 @@ impl NPC {
Ok(())
}
pub(crate) fn tick_n242_bat_last_cave(&mut self, state: &mut SharedGameState) -> GameResult {
pub(crate) fn tick_n242_bat_last_cave(&mut self, state: &mut SharedGameState, stage: &mut Stage) -> GameResult {
if self.x < 0 || self.x > stage.map.width as i32 * state.tile_size.as_int() * 0x200 {
self.vanish(state);
return Ok(());
}
loop {
match self.action_num {
0 => {
@ -183,7 +188,7 @@ impl NPC {
if hit {
for _ in 0..3 {
state.create_caret(self.x, self.y, CaretType::Bubble, Direction::Right);
state.create_caret(self.x, self.y + 0x800, CaretType::Bubble, Direction::Right);
}
let player = self.get_closest_player_ref(&players);
@ -289,7 +294,7 @@ impl NPC {
10 | 11 => {
if self.action_num == 10 {
self.action_num = 11;
self.anim_num = 2;
self.anim_num = 3;
self.action_counter = 0;
self.npc_flags.set_shootable(true);
}
@ -297,6 +302,7 @@ impl NPC {
self.action_counter += 1;
match self.action_counter {
30 | 40 | 50 => {
self.anim_num = 4;
let player = self.get_closest_player_ref(&players);
let mut npc = NPC::create(277, &state.npc_table);
@ -341,14 +347,15 @@ impl NPC {
self.action_counter += 1;
match self.action_counter {
30 | 40 | 50 => {
self.anim_num = 6;
let player = self.get_closest_player_ref(&players);
let mut npc = NPC::create(277, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
npc.y = self.y - 0x1400;
let angle = f64::atan2((self.y - player.y) as f64, (self.x - player.x) as f64);
let angle = f64::atan2((self.y - 0x1400 - player.y) as f64, (self.x - player.x) as f64);
npc.vel_x = (-2048.0 * angle.cos()) as i32;
npc.vel_y = (-2048.0 * angle.sin()) as i32;

View file

@ -25,8 +25,8 @@ impl NPC {
self.target_y = npc.y;
let angle = ((self.y - self.target_y) as f64 / (self.x - self.target_x) as f64).atan();
self.vel_x = (angle.cos() * 1024.0) as i32;
self.vel_y = (angle.sin() * 1024.0) as i32;
self.vel_x = (angle.cos() * -1024.0) as i32;
self.vel_y = (angle.sin() * -1024.0) as i32;
}
if self.action_counter2 == 0 {
@ -144,6 +144,7 @@ impl NPC {
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y - 0x2000;
npc.parent_id = self.id; // This NPC doesn't do anything with its parent...but we'll set it anyways
let _ = npc_list.spawn(0, npc);
}
@ -270,6 +271,7 @@ impl NPC {
let mut npc = NPC::create(66, &state.npc_table);
npc.x = self.x;
npc.y = self.y - 0x2000;
npc.parent_id = self.id; // This NPC doesn't do anything with its parent...but we'll set it anyways
npc.cond.set_alive(true);
let _ = npc_list.spawn(0, npc);
@ -612,7 +614,7 @@ impl NPC {
}
let player = self.get_closest_player_ref(&players);
self.action_num = if player.x > self.x - 0xe000 && player.x <= self.x + 0xe000 { 100 } else { 160 };
self.action_num = if player.x >= self.x - 0xe000 && player.x <= self.x + 0xe000 { 100 } else { 160 };
}
}
160 | 161 => {
@ -701,7 +703,7 @@ impl NPC {
}
pub(crate) fn tick_n248_misery_boss_vanishing(&mut self, state: &mut SharedGameState) -> GameResult {
if self.flags.any_flag() {
if self.flags.hit_anything() {
self.cond.set_alive(false);
state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
}
@ -815,7 +817,7 @@ impl NPC {
self.anim_num = (self.anim_num + 1) & 1;
self.y += 0x1000;
if self.flags.any_flag() {
if self.flags.hit_anything() {
npc_list.create_death_smoke(self.x, self.y, self.display_bounds.right as usize, 3, state, &self.rng);
self.cond.set_alive(false);
}
@ -849,10 +851,10 @@ impl NPC {
if let Some(parent) = self.get_parent_ref_mut(npc_list) {
self.x = parent.x
+ self.action_counter as i32 * ((self.action_counter2 as f64 * CDEG_RAD).cos() * -512.0) as i32
+ self.action_counter as i32 * ((self.action_counter2 as f64 * CDEG_RAD).cos() * 512.0) as i32
/ 4;
self.y = parent.y
+ self.action_counter as i32 * ((self.action_counter2 as f64 * CDEG_RAD).sin() * -512.0) as i32
+ self.action_counter as i32 * ((self.action_counter2 as f64 * CDEG_RAD).sin() * 512.0) as i32
/ 4;
if parent.action_num == 151 {
@ -1198,6 +1200,7 @@ impl NPC {
if self.y > stage.map.height as i32 * state.tile_size.as_int() * 0x200 {
self.vanish(state);
return Ok(());
}
}
_ => (),

View file

@ -537,8 +537,8 @@ impl NPC {
0 | 1 => {
if self.action_num == 0 {
self.action_num = 1;
self.vel_x = ((self.rng.range(0..255) as f64 * CDEG_RAD).cos() * -512.0) as i32;
self.vel_y = ((self.rng.range(0..255) as f64 * CDEG_RAD).sin() * -512.0) as i32;
self.vel_x = ((self.rng.range(0..255) as f64 * CDEG_RAD).cos() * 512.0) as i32;
self.vel_y = ((self.rng.range(0..255) as f64 * CDEG_RAD).sin() * 512.0) as i32;
self.action_counter2 = 120;
self.vel_y2 = self.rng.range(-32..32) * 0x200;
@ -902,7 +902,7 @@ impl NPC {
self.x += self.vel_x;
self.y += self.vel_y;
if self.flags.any_flag() {
if self.flags.hit_anything() {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
@ -994,9 +994,9 @@ impl NPC {
let mut npc = NPC::create(273, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
npc.y = self.y;
npc.y = self.y - 0x1400;
let angle = f64::atan2((player.y - 0x1400 - self.y) as f64, (player.x - self.x) as f64);
let angle = f64::atan2((player.y + 0x1400 - self.y) as f64, (player.x - self.x) as f64);
npc.vel_x = (2048.0 * angle.cos()) as i32;
npc.vel_y = (2048.0 * angle.sin()) as i32;

View file

@ -40,7 +40,7 @@ impl NPC {
self.anim_counter = 0;
let anim = self.anim_num as i32 + (self.direction.vector_x() * -1);
if anim < 0 {
self.anim_num = 4;
self.anim_num = 3;
} else if anim > 3 {
self.anim_num = 0;
} else {
@ -106,7 +106,7 @@ impl NPC {
state.sound_manager.play_sfx(103);
}
self.action_counter += 1;
self.anim_num = (self.action_counter + 1) % 2;
self.anim_num = 1 - (self.action_counter & 2) / 2;
if self.direction == Direction::Left && self.action_counter == 20 {
let mut npc = NPC::create(146, &state.npc_table);
npc.cond.set_alive(true);
@ -149,8 +149,8 @@ impl NPC {
if self.x < 0
|| self.y < 0
|| self.x > (stage.map.width as i32) * state.tile_size.as_int() * 0x200 + 0x4000
|| self.y > (stage.map.height as i32) * state.tile_size.as_int() * 0x200 + 0x4000
|| self.x > (stage.map.width as i32) * state.tile_size.as_int() * 0x200
|| self.y > (stage.map.height as i32) * state.tile_size.as_int() * 0x200
{
self.vanish(state);
return Ok(());
@ -304,6 +304,7 @@ impl NPC {
self.action_counter = 0;
self.anim_num = 6;
self.anim_counter = 0;
self.vel_y = 0;
self.damage = 10;
self.face_player(player);
@ -352,6 +353,7 @@ impl NPC {
}
self.vel_y = if self.action_num == 221 { -0x800 } else { 0x800 };
self.action_counter += 1;
self.anim_num = if self.action_counter & 0x02 != 0 { 8 } else { 9 };
if (self.y < 0x6000 && self.action_num == 221)
@ -524,11 +526,12 @@ impl NPC {
// I think Pixel meant for the smoke radius to be 16 pixels (0x2000) instead of 16 units,
// because as it is, this just gets divided by 0x200 units/px and becomes 0
npc_list.create_death_smoke(self.x, self.y, 16, 16, state, &self.rng);
state.sound_manager.play_sfx(72);
}
self.vel_y += 0x20;
self.clamp_fall_speed();
self.action_counter;
self.action_counter += 1;
self.x = self.target_x + if self.action_counter & 0x02 != 0 { 0x200 } else { -0x200 };
if self.flags.hit_bottom_wall() {
self.action_num = 1002;
@ -950,7 +953,6 @@ impl NPC {
self.npc_flags.set_ignore_solidity(false);
}
self.action_counter += 1;
if self.action_counter & 0x02 != 0 {
let mut npc = NPC::create(4, &state.npc_table);
npc.cond.set_alive(true);
@ -958,6 +960,7 @@ impl NPC {
npc.y = self.y;
let _ = npc_list.spawn(0x100, npc);
}
self.action_counter += 1; // This gets incremented after the previous check for some reason
if self.flags.hit_bottom_wall() {
self.action_num = 110;
@ -981,7 +984,7 @@ impl NPC {
110 => {
self.vel_y += 0x40;
if self.y > (stage.map.height as i32) * state.tile_size.as_int() * 0x200 + 0x4000 {
if self.y > (stage.map.height as i32 + 2) * state.tile_size.as_int() * 0x200 {
self.cond.set_alive(false);
return Ok(());
}
@ -1013,7 +1016,9 @@ impl NPC {
0 | 10 => {
if self.action_num == 0 {
self.action_num = 10;
// self.action_counter2 set by Ballos code, no need to set it here
self.action_counter3 = 192;
self.vel_y2 = 0;
}
if self.action_counter3 >= 448 {
self.action_num = 11;
@ -1069,6 +1074,7 @@ impl NPC {
}
}
100 => {
self.vel_y2 = 0;
if boss.parts[0].action_num == 424 {
self.action_num = 30;
} else if boss.parts[0].action_num == 428 {
@ -1109,18 +1115,19 @@ impl NPC {
match self.action_num {
20 | 30 => {
if self.action_counter2 % 4 == 0 {
self.vel_y = (self.target_y - self.y) / 4;
self.vel_y2 = (self.target_y - self.y) / 4;
}
}
40 | 50 => {
if self.action_counter2 & 0x02 == 0 {
self.vel_y = (self.target_y - self.y) / 2;
self.vel_y2 = (self.target_y - self.y) / 2;
}
}
_ => {
self.vel_y = self.target_y - self.y;
self.vel_y2 = self.target_y - self.y;
}
}
self.vel_y = self.vel_y2;
}
self.x += self.vel_x;
@ -1391,7 +1398,9 @@ impl NPC {
if stage.change_tile(x as usize, y as usize, 109) {
npc.x = x * state.tile_size.as_int() * 0x200;
npc.y = y * state.tile_size.as_int() * 0x200;
let _ = npc_list.spawn(0x100, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
let _ = npc_list.spawn(0, npc.clone());
}
}
}
@ -1680,7 +1689,7 @@ impl BossNPC {
let mut npc = NPC::create(344, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + 0x3000 * dir.vector_x();
npc.y = self.parts[0].y + 0x4800;
npc.y = self.parts[0].y - 0x4800;
npc.direction = dir;
let _ = npc_list.spawn(0x20, npc);
}
@ -1786,7 +1795,7 @@ impl BossNPC {
let mut npc = NPC::create(344, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.parts[0].x + 0x3000 * dir.vector_x();
npc.y = self.parts[0].y + 0x4800;
npc.y = self.parts[0].y - 0x4800;
npc.direction = dir;
let _ = npc_list.spawn(0x20, npc);
}
@ -1808,7 +1817,7 @@ impl BossNPC {
npc.cond.set_alive(true);
npc.x = (((self.parts[0].action_counter as i32 / 30) * 2) + 2) * 0x2000;
npc.y = 0x2A000;
let _ = npc_list.spawn(0x100, npc);
let _ = npc_list.spawn(0x180, npc);
}
if (self.parts[0].action_counter / 3 % 2) > 0 {
@ -1962,7 +1971,7 @@ impl BossNPC {
npc.x = self.parts[0].x + self.parts[0].rng.range(-40..40) * 0x200;
npc.y = self.parts[0].y + self.parts[0].rng.range(0..40) * 0x200;
npc.direction = Direction::Bottom;
let _ = npc_list.spawn(0x100, npc);
let _ = npc_list.spawn(0, npc);
}
}

View file

@ -250,7 +250,8 @@ impl BossNPC {
// Need to calculate offset from the default starting location
for i in 0..7 {
stage.change_tile(i + 7, 14, 0);
npc_list.create_death_smoke((i as i32 + 7) * 0x2000, 0x1C000, 0, 1, state, &self.parts[0].rng);
// This should be called with an amount of 0, but change_tile also needs to make smoke
npc_list.create_death_smoke((i as i32 + 7) * 0x2000, 0x1C000, 0, 3, state, &self.parts[0].rng);
state.sound_manager.play_sfx(12);
}
}

View file

@ -11,7 +11,7 @@ impl NPC {
pub(crate) fn tick_n196_ironhead_wall(&mut self, state: &mut SharedGameState) -> GameResult {
self.x -= 0xC00;
if self.x <= if !state.constants.is_switch { 0x26000 } else { 0x1E000 } {
self.x += if !state.constants.is_switch { 0x2C000 } else { 0x3C000 };
self.x += if !state.constants.is_switch { 0x2C000 } else { 0x3B400 };
}
let dir_offset = if self.direction == Direction::Left { 0 } else { 1 };
@ -158,7 +158,7 @@ impl NPC {
}
10 => {
self.action_counter += 1;
if self.action_counter % 6 == 0 {
if self.action_counter % 4 == 1 {
let mut npc = NPC::create(335, &state.npc_table);
npc.cond.set_alive(true);
npc.x = self.x;
@ -269,6 +269,7 @@ impl BossNPC {
self.parts[0].action_num = 100;
}
if self.parts[0].direction == Direction::Left {
self.parts[0].action_counter += 1;
if [300, 310, 320].contains(&self.parts[0].action_counter) {
state.sound_manager.play_sfx(39);
@ -283,6 +284,7 @@ impl BossNPC {
let _ = npc_list.spawn(0x100, npc);
}
}
self.parts[0].animate(2, 0, 7);
}

View file

@ -170,8 +170,8 @@ impl NPC {
self.vel_x += self.direction.vector_x() * 0x15;
self.target_x += self.vel_x;
self.x = self.target_x + 4 * ((self.action_counter2 as f64).cos() * -512.0) as i32;
self.y = self.target_y + 6 * ((self.action_counter2 as f64).sin() * -512.0) as i32;
self.x = self.target_x + 4 * ((self.action_counter2 as f64).cos() * 512.0) as i32;
self.y = self.target_y + 6 * ((self.action_counter2 as f64).sin() * 512.0) as i32;
let mut npc = NPC::create(286, &state.npc_table);
npc.cond.set_alive(true);
@ -292,12 +292,12 @@ impl NPC {
npc.x = self.x;
npc.y = self.y;
npc.vel_y = self.direction.vector_y() * 0x400;
npc.vel_y = self.direction.opposite().vector_y() * 0x400;
let _ = npc_list.spawn(0x100, npc);
}
if self.x < 0x2000 || self.x > (stage.map.width as i32 + 1) * state.tile_size.as_int() * 0x200 {
if self.x < 0x2000 || self.x > (stage.map.width as i32 - 1) * state.tile_size.as_int() * 0x200 {
self.cond.set_alive(false);
}
}
@ -400,6 +400,10 @@ impl BossNPC {
self.parts[7].action_counter2 = 1;
self.parts[7].action_counter3 = 128;
for i in [2, 6, 7] {
self.hurt_sound[i] = self.hurt_sound[1];
}
self.parts[19].action_counter = self.parts[0].life;
for i in 0u16..20 {
@ -1043,7 +1047,7 @@ impl BossNPC {
part.vel_x += 0x20;
part.x += part.vel_x;
if part.x > (stage.map.width as i32) * state.tile_size.as_int() * 0x200 + 0x4000 {
if part.x > (stage.map.width as i32 + 2) * state.tile_size.as_int() * 0x200 {
part.cond.set_alive(false);
}
}

View file

@ -493,7 +493,7 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &mut BulletManager, &mu
239 => self.tick_n239_cage_bars(state),
240 => self.tick_n240_mimiga_jailed(state),
241 => self.tick_n241_critter_red(state, players),
242 => self.tick_n242_bat_last_cave(state),
242 => self.tick_n242_bat_last_cave(state, stage),
243 => self.tick_n243_bat_generator(state, npc_list),
244 => self.tick_n244_lava_drop(state, players),
245 => self.tick_n245_lava_drop_generator(state, npc_list),