The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/Ranger.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Class.h"
#include "DEFINES.h"
#include "Player.h"
#include "Effect.h"
#include "AdventuresInLestoria.h"
#include "BulletTypes.h"
#include "util.h"
#include "config.h"
#include "SoundEffect.h"
INCLUDE_MONSTER_LIST
INCLUDE_BULLET_LIST
INCLUDE_game
void Ranger::Initialize(){
READFROMCONFIG(Ranger,RANGER);
Ranger::idle_n="RANGER_IDLE_N";
Ranger::idle_e="RANGER_IDLE_E";
Ranger::idle_s="RANGER_IDLE_S";
Ranger::idle_w="RANGER_IDLE_W";
Ranger::walk_n="RANGER_WALK_N";
Ranger::walk_e="RANGER_WALK_E";
Ranger::walk_s="RANGER_WALK_S";
Ranger::walk_w="RANGER_WALK_W";
}
SETUP_CLASS(Ranger)
void Ranger::OnUpdate(float fElapsedTime){
}
bool Ranger::AutoAttack(){
geom2d::line pointTowardsCursor(GetPos(),GetWorldAimingLocation());
vf2d extendedLine=pointTowardsCursor.upoint(1.1f);
float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
attack_cooldown_timer=ARROW_ATTACK_COOLDOWN-GetAttackRecoveryRateReduction();
Arrow&arrow{CreateBullet(Arrow)(GetPos(),extendedLine,vf2d{cos(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F-PI/8*"Ranger.Auto Attack.ArrowSpd"_F)}+movementVelocity/1.5f,"Ranger.Auto Attack.Radius"_F,int(GetAttack()*"Ranger.Auto Attack.DamageMult"_F),OnUpperLevel(),true)EndBullet};
if(PoisonArrowAutoAttackReady()){
arrow.poisonArrow=true;
poisonArrowReadyTimer="Poisonous Arrow"_ENC["POISON ARROW RESET FREQUENCY"];
}
BULLET_LIST.back()->SetIsPlayerAutoAttackProjectile();
SetState(State::SHOOT_ARROW);
SetAnimationBasedOnTargetingDirection("SHOOT",angleToCursor);
SoundEffect::PlaySFX("Ranger.Auto Attack.Sound"_S,SoundEffect::CENTERED);
return true;
}
void Ranger::InitializeClassAbilities(){
#pragma region Ranger Right-click Ability (Retreat)
Ranger::rightClickAbility.action=
[](Player*p,vf2d pos={}){
geom2d::line mouseDir{p->GetWorldAimingLocation(Player::USE_WALK_DIR),p->GetPos()};
float velocity=(0.5f*-p->friction*p->RETREAT_TIME*p->RETREAT_TIME-p->RETREAT_DISTANCE)/-p->RETREAT_TIME; //Derived from kinetic motion formula.
p->SetVelocity(mouseDir.vector().norm()*velocity);
p->retreatTimer=p->RETREAT_TIME;
float finalIframeTime{p->RETREAT_TIME};
if(p->HasEnchant("Stealthy Retreat")){
finalIframeTime+="Stealthy Retreat"_ENC["INVULNERABILITY INCREASE"];
game->ShowDamageVignetteOverlay("Item Enchants.Class Enchants.Ranger.Stealthy Retreat.VIGNETTE COLOR"_Pixel);
}
p->ApplyIframes(finalIframeTime);
p->ghostPositions.push_back(p->GetPos()+vf2d{0,-p->GetZ()});
p->ghostFrameTimer=p->RETREAT_GHOST_FRAME_DELAY;
p->ghostRemoveTimer=p->RETREAT_GHOST_FRAMES*p->RETREAT_GHOST_FRAME_DELAY;
float angleToCursor=atan2(p->GetWorldAimingLocation(Player::USE_WALK_DIR).y-p->GetPos().y,p->GetWorldAimingLocation(Player::USE_WALK_DIR).x-p->GetPos().x);
p->SetAnimationBasedOnTargetingDirection("IDLE",angleToCursor);
p->SetState(State::RETREAT);
SoundEffect::PlaySFX("Ranger.Right Click Ability.Sound"_S,SoundEffect::CENTERED);
return true;
};
#pragma endregion
#pragma region Ranger Ability 1 (Rapid Fire)
Ranger::ability1.action=
[](Player*p,vf2d pos={}){
p->remainingRapidFireShots=p->RAPID_FIRE_SHOOT_AMOUNT;
if(p->HasEnchant("Extreme Rapid Fire"))p->remainingRapidFireShots+="Extreme Rapid Fire"_ENC["ARROW COUNT INCREASE"];
p->rapidFireTimer=p->RAPID_FIRE_SHOOT_DELAY;
if("Ranger.Ability 1.IsAnimationLocked"_I){
p->SetState(State::ANIMATION_LOCK);
}
SoundEffect::PlaySFX("Ranger.Ability 1.Sound"_S,SoundEffect::CENTERED);
return true;
};
#pragma endregion
#pragma region Ranger Ability 2 (Charged Shot)
Ranger::ability2.action=
[](Player*p,vf2d pos={}){
vf2d arrowVelocity=util::pointTo(p->GetPos(),p->GetWorldAimingLocation());
float beamRadius{12*"Ranger.Ability 2.Radius"_F/100};
if(p->HasEnchant("Charge Beam"))beamRadius*="Charge Beam"_ENC["ATTACK RADIUS INCREASE MULT"];
float damageMult{"Ranger.Ability 2.DamageMult"_F};
if(p->HasEnchant("Mega Charged Shot"))damageMult*="Mega Charged Shot"_ENC["DAMAGE INCREASE MULT"];
BULLET_LIST.push_back(std::make_unique<ChargedArrow>(p->GetPos(),arrowVelocity*"Ranger.Ability 2.Speed"_F,beamRadius,p->GetAttack()*damageMult,p->OnUpperLevel(),true));
p->SetState(State::SHOOT_ARROW);
p->rangerShootAnimationTimer=0.3f;
p->SetAnimationBasedOnTargetingDirection("SHOOT",atan2(arrowVelocity.y,arrowVelocity.x));
game->SetupWorldShake("Ranger.Ability 2.WorldShakeTime"_F);
p->Knockback(-1.f*arrowVelocity.norm()*"Ranger.Ability 2.Knockback"_F);
SoundEffect::PlaySFX("Ranger.Ability 2.Sound"_S,SoundEffect::CENTERED);
return true;
};
#pragma endregion
#pragma region Ranger Ability 3 (Multi Shot)
Ranger::ability3.action=
[](Player*p,vf2d pos={}){
geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),p->GetWorldAimingLocation());
float shootingDist=pointTowardsCursor.length();
vf2d shootingDirMiddle=pointTowardsCursor.vector();
float shootingAngle=atan2(shootingDirMiddle.y,shootingDirMiddle.x);
int arrowCount="Ranger.Ability 3.ArrowCount"_I%2==0?"Ranger.Ability 3.ArrowCount"_I+1:"Ranger.Ability 3.ArrowCount"_I;
for(int i=0;i<arrowCount;i++){
if("Ranger.Ability 3.ArrowCount"_I%2==0&&i=="Ranger.Ability 3.ArrowCount"_I/2)continue;
const float halfAngle="Ranger.Ability 3.MultiShotSpread"_F*PI/180;
const float leftAngle=-halfAngle;
const float increment=halfAngle/"Ranger.Ability 3.ArrowCount"_I;
const float newAngle=shootingAngle+leftAngle/2+i*increment;
geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),p->GetPos()+vf2d{cos(newAngle),sin(newAngle)}*shootingDist);
vf2d extendedLine=pointTowardsCursor.upoint(1.1f);
BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(p->GetPos(),extendedLine,vf2d{cos(newAngle)*"Ranger.Ability 3.ArrowSpd"_F,float(sin(newAngle)*"Ranger.Ability 3.ArrowSpd"_F-PI/8*"Ranger.Ability 3.ArrowSpd"_F)}+p->movementVelocity,12*"Ranger.Ability 3.ArrowRadius"_F/100,int(p->GetAttack()*"Ranger.Ability 3.DamageMult"_F),p->OnUpperLevel(),true)));
}
p->rangerShootAnimationTimer=0.3f;
p->SetState(State::SHOOT_ARROW);
p->SetAnimationBasedOnTargetingDirection("SHOOT",shootingAngle);
SoundEffect::PlaySFX("Ranger.Ability 3.Sound"_S,SoundEffect::CENTERED);
return true;
};
#pragma endregion
}