Files

289 lines
8.6 KiB
C++

#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include "Behavior.h"
#include "Block.h"
#include "EndGen.h"
#include "Math.h"
#include "World.h"
namespace vf {
// Two staged boss fights driven by the behaviour trees from Behavior.h. Both
// are pure tick machines: feed the same seed and the same sequence of player
// actions and the fight replays move for move.
enum class BossKind : uint8_t {
EnderDragon = 0,
Wither = 1,
Count,
};
const char* bossKindName(BossKind kind);
enum class BossPhase : uint8_t {
Dormant = 0,
Circling,
Charging,
Breathing,
Perching,
Summoning,
Explosive,
Ranged,
Armored,
Dying,
Defeated,
Count,
};
const char* bossPhaseName(BossPhase phase);
enum class BossBarColor : uint8_t { Pink = 0, Blue, Red, Green, Yellow, Purple, White, Count };
enum class BossBarStyle : uint8_t { Solid = 0, Notched6, Notched10, Notched12, Notched20, Count };
struct BossBar {
std::string title;
float progress = 1.0f;
BossBarColor color = BossBarColor::Purple;
BossBarStyle style = BossBarStyle::Notched10;
bool visible = false;
int notchCount() const;
// Whole segments currently lit; a partially drained segment reads as empty.
int filledNotches() const;
int percent() const;
void setFromHealth(float health, float maxHealth);
};
struct BossState {
BossKind kind = BossKind::EnderDragon;
BossPhase phase = BossPhase::Dormant;
float health = 200.0f;
float maxHealth = 200.0f;
Vec3 position;
Vec3 heading{1.0f, 0.0f, 0.0f};
float orbitAngle = 0.0f;
int targetIndex = -1;
long long tick = 0;
int phaseTicks = 0;
int phaseChanges = 0;
int attacksLaunched = 0;
int minionsSummoned = 0;
float healingReceived = 0.0f;
float damageTaken = 0.0f;
bool alive = true;
uint32_t rng = 0x51ed270bu;
BossBar bar;
void enterPhase(BossPhase next);
float healthFraction() const;
};
// One end crystal on top of an obsidian pillar from EndGen.h. The taller
// pillars carry a cage that has to come down before the crystal can be shot.
struct CrystalNode {
Vec3i pillarBase;
Vec3i position;
int pillarHeight = 0;
bool caged = false;
bool cageIntact = false;
bool alive = true;
float health = 5.0f;
long long destroyedTick = -1;
};
std::vector<CrystalNode> crystalsFromPillars(const std::vector<ObsidianPillar>& pillars);
struct BossTickReport {
BossPhase phase = BossPhase::Dormant;
BossPhase previousPhase = BossPhase::Dormant;
bool phaseChanged = false;
float bossHealth = 0.0f;
float healedThisTick = 0.0f;
float damageToTargets = 0.0f;
int crystalsDestroyed = 0;
int minionsSpawned = 0;
bool defeated = false;
};
struct DragonFightConfig {
float maxHealth = 200.0f;
float orbitRadius = 44.0f;
float orbitHeight = 26.0f;
float orbitStep = 0.06f;
float chargeTrigger = 48.0f;
float chargeSpeed = 1.4f;
float chargeContactRange = 3.0f;
float chargeDamage = 10.0f;
int chargeCooldownTicks = 60;
int chargeWindowTicks = 40;
float breathRange = 14.0f;
float breathDamage = 3.0f;
int breathCooldownTicks = 40;
int swipeCooldownTicks = 25;
float swipeDamage = 6.0f;
float swipeRange = 8.0f;
float crystalHealPerTick = 0.4f;
float crystalHealRange = 128.0f;
float crystalBlastRange = 12.0f;
float crystalBlastDamage = 6.0f;
float perchHeight = 3.0f;
float perchDescentStep = 0.9f;
float meleeReach = 7.0f;
float flyingDamageFactor = 0.25f;
int deathTicks = 40;
};
// What the player did on one tick. `shootCrystal` indexes crystals(); a caged
// crystal needs `breakCage` on an earlier tick before a shot lands.
struct DragonPlayerInput {
Vec3 position;
bool present = true;
int shootCrystal = -1;
bool breakCage = false;
float meleeDamage = 0.0f;
};
// Crystals heal the dragon while they stand, so the fight cannot be won by
// damage alone. Killing the last one drops it onto the portal, where melee
// lands at full strength; the kill opens the exit portal and leaves the egg.
class DragonFight {
public:
DragonFight(const EndGenerator& end, uint32_t seed, const DragonFightConfig& config = {});
DragonFight(const DragonFight&) = delete;
DragonFight& operator=(const DragonFight&) = delete;
DragonFight(DragonFight&&) = delete;
DragonFight& operator=(DragonFight&&) = delete;
BossTickReport tick(const DragonPlayerInput& input);
const BossState& state() const { return boss; }
const DragonFightConfig& settings() const { return cfg; }
const std::vector<CrystalNode>& crystals() const { return pillarCrystals; }
int aliveCrystalCount() const;
// Taken from the End generator: the fight orbits and perches on the real
// exit portal column, not on an invented origin.
Vec3 portalCenter() const { return portal; }
bool exitPortalOpen() const { return portalOpen; }
bool dragonEggDropped() const { return eggDropped; }
Vec3i eggPosition() const { return eggCell; }
const BehaviorTree& brain() const { return tree; }
const BehaviorContext& context() const { return ctx; }
// Writes the reward the fight earned: the real End exit portal from
// EndGen. Refuses while the dragon still lives.
bool placeVictoryStructures(World& world, const EndGenerator& end) const;
private:
void buildTree();
int resolvePlayerShot(const DragonPlayerInput& input);
void applyPlayerMelee(const DragonPlayerInput& input);
float applyCrystalHealing();
DragonFightConfig cfg;
BossState boss;
std::vector<CrystalNode> pillarCrystals;
BehaviorTree tree;
BehaviorContext ctx;
DragonPlayerInput lastInput;
Vec3 portal;
Vec3i eggCell;
bool portalOpen = false;
bool eggDropped = false;
float damageThisTick = 0.0f;
};
struct WitherFightConfig {
float maxHealth = 300.0f;
int summonTicks = 220;
float summonBlastRadius = 8.0f;
float summonBlastDamage = 12.0f;
float armorThreshold = 0.5f;
float projectileDamage = 5.0f;
float projectileRange = 32.0f;
int projectileCooldownTicks = 20;
int minionCooldownTicks = 100;
int maxMinions = 3;
float minionSpawnRange = 6.0f;
float armoredRegenPerTick = 0.06f;
float moveStep = 0.35f;
float minTargetDistance = 6.0f;
};
struct WitherTarget {
Vec3 position;
float health = 20.0f;
bool alive = true;
};
struct BossMinion {
Vec3 position;
float health = 6.0f;
bool alive = true;
long long spawnedTick = 0;
};
struct WitherHit {
float amount = 0.0f;
bool projectile = false;
};
// The block pattern that calls the wither: a soul sand T topped with three
// heads, readable along either horizontal axis.
Block witherBaseBlock();
Block witherHeadBlock();
bool witherPatternAt(const World& world, const Vec3i& baseCell, bool alongX);
bool findWitherPattern(const World& world, const Vec3i& baseCell, bool& outAlongX);
void consumeWitherPattern(World& world, const Vec3i& baseCell, bool alongX);
// Summons out of a block pattern, blasts everything around it on arrival, then
// hunts the nearest living target. Below half health it armours up: projectiles
// stop landing entirely and it starts regenerating and calling minions.
class WitherFight {
public:
explicit WitherFight(uint32_t seed, const WitherFightConfig& config = {});
WitherFight(const WitherFight&) = delete;
WitherFight& operator=(const WitherFight&) = delete;
WitherFight(WitherFight&&) = delete;
WitherFight& operator=(WitherFight&&) = delete;
void begin(const Vec3& spawnPosition);
// Consumes the pattern in the world and starts the fight at its centre.
bool summonFromWorld(World& world, const Vec3i& baseCell);
BossTickReport tick(const std::vector<WitherHit>& incoming,
std::vector<WitherTarget>& targets);
const BossState& state() const { return boss; }
const WitherFightConfig& settings() const { return cfg; }
const std::vector<BossMinion>& minions() const { return summoned; }
bool armored() const { return boss.phase == BossPhase::Armored; }
int aliveMinionCount() const;
const BehaviorTree& brain() const { return tree; }
const BehaviorContext& context() const { return ctx; }
private:
void buildTree();
float applyIncoming(const std::vector<WitherHit>& incoming);
int nearestAliveTarget() const;
WitherFightConfig cfg;
BossState boss;
std::vector<BossMinion> summoned;
BehaviorTree tree;
BehaviorContext ctx;
std::vector<WitherTarget>* activeTargets = nullptr;
float damageThisTick = 0.0f;
float healedThisTick = 0.0f;
int minionsThisTick = 0;
};
} // namespace vf