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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright <EFBFBD> 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "AdventuresInLestoria.h"
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#include "BulletTypes.h"
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INCLUDE_ITEM_SCRIPTS
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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void ItemInfo::InitializeScripts(){
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ITEM_SCRIPTS["Restore"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){
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for(const auto&[propName,buffType]:NameToBuffType){
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int restoreAmt=props.GetIntProp(propName);
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game->GetPlayer()->AddBuff(BuffRestorationType::ONE_OFF,NameToBuffType.at(propName),0.01f,float(restoreAmt),0.0f);
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if(restoreAmt>0&&props.PropCount(propName)==3){
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game->GetPlayer()->AddBuff(BuffRestorationType::OVER_TIME,NameToBuffType.at(propName),props.GetFloatProp(propName,2),float(restoreAmt),props.GetFloatProp(propName,1));
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}
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}
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return true;
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};
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for(auto&[key,value]:ItemAttribute::attributes){
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if(!DATA.GetProperty("ItemScript.Buff").HasProperty(key)){
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ERR("WARNING! Buff Item Script does not support Buff "<<std::quoted(value.Name())<<"!");
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}
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}
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ITEM_SCRIPTS["Buff"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){
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for(auto&[key,value]:ItemAttribute::attributes){
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float intensity=props.GetFloatProp(key,0);
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if(intensity==0.f)continue;
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if(ItemAttribute::Get(key).DisplayAsPercent())intensity/=100;
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game->GetPlayer()->AddBuff(BuffType::STAT_UP,props.GetFloatProp(key,1),intensity,{ItemAttribute::Get(key)});
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}
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return true;
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};
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ITEM_SCRIPTS["RestoreDuringCast"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){
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for(const auto&[propName,buffType]:NameToBuffType){
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int restoreAmt=props.GetIntProp(propName);
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game->GetPlayer()->AddBuff(BuffRestorationType::ONE_OFF,NameToBuffType.at(propName),0.01f,float(restoreAmt),0.0f);
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if(restoreAmt>0&&props.PropCount(propName)==3){
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game->GetPlayer()->AddBuff(BuffRestorationType::OVER_TIME_DURING_CAST,NameToBuffType.at(propName),props.GetFloatProp(propName,2),float(restoreAmt),props.GetFloatProp(propName,1));
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}
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}
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return true;
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};
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ITEM_SCRIPTS["Projectile"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){
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const int projectileDamage{props.GetIntProp("Base Damage")+int(game->GetPlayer()->GetAttack()*props.GetFloatProp("Player Damage Mult"))};
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CreateBullet(ThrownProjectile)(game->GetPlayer()->GetPos(),targetingPos.value(),props.GetStringProp("Image"),props.GetFloatProp("Cast Size")/100.f*24,game->GetPlayer()->GetZ(),0.3f,8.f,projectileDamage,game->GetPlayer()->OnUpperLevel(),false,INFINITE,true,WHITE,props.GetFloatProp("Cast Size")/100.f*vf2d{1.f,1.f},0.f,
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Effect{vf2d{},ANIMATION_DATA.at("explosionframes.png").GetTotalAnimationDuration(),"explosionframes.png",game->GetPlayer()->OnUpperLevel(),props.GetFloatProp("Cast Size")/100.f*vf2d{1.f,1.f}},props.GetStringProp("Explode Sound Effect"))EndBullet;
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return true;
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};
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ITEM_SCRIPTS.SetInitialized();
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LOG(ITEM_SCRIPTS.size()<<" item scripts have been loaded.");
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}
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