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https://github.com/doukutsu-rs/doukutsu-rs
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formatting
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@ -1,10 +1,10 @@
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use crate::framework::error::GameResult;
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use crate::caret::CaretType;
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use crate::common::{CDEG_RAD, Direction, Rect};
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use crate::npc::NPC;
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use crate::common::{Direction, Rect, CDEG_RAD};
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use crate::npc::boss::BossNPC;
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use crate::npc::list::NPCList;
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use crate::npc::NPC;
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use crate::player::Player;
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use crate::rng::RNG;
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use crate::shared_game_state::SharedGameState;
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@ -29,25 +29,21 @@ impl NPC {
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}
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impl BossNPC {
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pub(crate) fn tick_b02_balfrog(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) {
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pub(crate) fn tick_b02_balfrog(
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&mut self,
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state: &mut SharedGameState,
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players: [&mut Player; 2],
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npc_list: &NPCList,
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) {
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match self.parts[0].action_num {
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0 => {
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self.hurt_sound[0] = 52;
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self.parts[0].x = 6 * 0x2000 + state.constants.game.tile_offset_x * 0x2000;
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self.parts[0].y = 12 * 0x2000;
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self.parts[0].direction = Direction::Right;
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self.parts[0].display_bounds = Rect {
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left: 48 * 0x200,
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top: 48 * 0x200,
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right: 32 * 0x200,
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bottom: 0x2000,
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};
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self.parts[0].hit_bounds = Rect {
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left: 24 * 0x200,
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top: 0x2000,
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right: 24 * 0x200,
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bottom: 0x2000,
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};
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self.parts[0].display_bounds =
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Rect { left: 48 * 0x200, top: 48 * 0x200, right: 32 * 0x200, bottom: 0x2000 };
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self.parts[0].hit_bounds = Rect { left: 24 * 0x200, top: 0x2000, right: 24 * 0x200, bottom: 0x2000 };
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self.parts[0].size = 3;
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self.parts[0].exp = 1;
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self.parts[0].event_num = 1000;
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@ -237,8 +233,7 @@ impl BossNPC {
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let px = self.parts[0].x + self.parts[0].direction.vector_x() * 2 * 0x2000 - player.x;
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let py = self.parts[0].y - 0x1000 - player.y;
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let deg = f64::atan2(py as f64, px as f64)
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+ self.parts[0].rng.range(-16..16) as f64 * CDEG_RAD;
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let deg = f64::atan2(py as f64, px as f64) + self.parts[0].rng.range(-16..16) as f64 * CDEG_RAD;
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let mut npc = NPC::create(108, &state.npc_table);
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npc.cond.set_alive(true);
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@ -400,11 +395,7 @@ impl BossNPC {
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let _ = npc_list.spawn(0x100, npc);
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}
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self.parts[0].x += if (self.parts[0].action_counter / 2 % 2) != 0 {
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-0x200
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} else {
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0x200
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};
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self.parts[0].x += if (self.parts[0].action_counter / 2 % 2) != 0 { -0x200 } else { 0x200 };
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if self.parts[0].action_counter > 100 {
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self.parts[0].action_num = 132;
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@ -415,20 +406,12 @@ impl BossNPC {
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self.parts[0].action_counter += 1;
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if (self.parts[0].action_counter / 2) & 1 != 0 {
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self.parts[0].anim_num = 6;
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self.parts[0].display_bounds = Rect {
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left: 20 * 0x200,
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top: 12 * 0x200,
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right: 20 * 0x200,
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bottom: 12 * 0x200,
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};
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self.parts[0].display_bounds =
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Rect { left: 20 * 0x200, top: 12 * 0x200, right: 20 * 0x200, bottom: 12 * 0x200 };
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} else {
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self.parts[0].anim_num = 3;
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self.parts[0].display_bounds = Rect {
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left: 48 * 0x200,
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top: 48 * 0x200,
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right: 32 * 0x200,
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bottom: 0x2000,
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};
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self.parts[0].display_bounds =
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Rect { left: 48 * 0x200, top: 48 * 0x200, right: 32 * 0x200, bottom: 0x2000 };
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}
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if (self.parts[0].action_counter % 9) == 0 {
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@ -495,22 +478,12 @@ impl BossNPC {
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self.hurt_sound[1] = 52;
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self.parts[1].size = 3;
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self.parts[1].npc_flags.set_invulnerable(true);
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self.parts[1].hit_bounds = Rect {
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left: 0x2000,
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top: 0x2000,
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right: 0x2000,
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bottom: 0x2000,
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};
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self.parts[1].hit_bounds = Rect { left: 0x2000, top: 0x2000, right: 0x2000, bottom: 0x2000 };
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self.hurt_sound[2] = 52;
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self.parts[2].size = 3;
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self.parts[2].npc_flags.set_invulnerable(true);
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self.parts[2].hit_bounds = Rect {
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left: 24 * 0x200,
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top: 0x2000,
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right: 24 * 0x200,
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bottom: 0x2000,
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};
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self.parts[2].hit_bounds = Rect { left: 24 * 0x200, top: 0x2000, right: 24 * 0x200, bottom: 0x2000 };
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}
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1 => {
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self.parts[1].x = self.parts[0].x + self.parts[0].direction.vector_x() * 24 * 0x200;
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