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/Crawler/AttributableStat.h

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.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 <EFBFBD> 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include "olcPixelGameEngine.h"
#include "safemap.h"
#include <variant>
using namespace std::string_view_literals;
#define A(attr) get(attr)
#define A_Read(attr) get_readOnly(attr)
class Player;
class Monster;
class ItemAttribute{
friend class Crawler;
std::string name;
bool isPct;
std::string modifies="";
std::optional<std::variant<Player*,Monster*>>target;
static void Initialize();
public:
inline static safemap<std::string,ItemAttribute>attributes;
ItemAttribute(std::string_view name,bool isPct,std::string_view modifies=""sv);
static ItemAttribute&Get(const std::string_view name,const std::optional<std::variant<Player*,Monster*>>target={});
const std::string_view Name()const;
const std::string_view Modifies()const;
const bool DisplayAsPercent()const;
const bool operator<(const ItemAttribute&rhs)const; //WARNING! Implemented for map sorting!!!
friend float&operator+=(float&lhs,const ItemAttribute&rhs);
friend float&operator-=(float&lhs,const ItemAttribute&rhs);
const bool operator==(const ItemAttribute&rhs)const;
};
struct Stats;
class ItemAttributable{
friend class ItemInfo;
protected:
std::map<ItemAttribute,float>attributes;
public:
ItemAttributable&operator+=(ItemAttributable&rhs);
ItemAttributable&operator+=(Stats&rhs);
//Returns a copy of all the attributes to be passed to a new instance easily / to sync values between both.
inline void copyTo(ItemAttributable&target){
target.attributes=attributes;
}
inline float&get(std::string_view a){
return get(ItemAttribute::Get(a));
}
inline float&get(const ItemAttribute&a){
return attributes[a];
}
inline const float&get_readOnly(std::string_view a)const{
return get_readOnly(ItemAttribute::Get(a));
}
inline const float&get_readOnly(const ItemAttribute&a)const{
if(attributes.count(a)){
return attributes.at(a);
}
return 0;
}
};