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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 © 2023 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 "BulletTypes.h"
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#include "Effect.h"
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Emitter.h"
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#include "util.h"
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#include "SoundEffect.h"
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INCLUDE_game
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INCLUDE_MONSTER_LIST
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INCLUDE_EMITTER_LIST
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LightningBolt::LightningBolt(vf2d pos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:Bullet(pos,vel,radius,damage,
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"lightning_bolt.png",upperLevel,false,INFINITE,true,friendly,col){}
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void LightningBolt::Update(float fElapsedTime){
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lastParticleSpawn=std::max(0.f,lastParticleSpawn-fElapsedTime);
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uint8_t brightness=uint8_t("Wizard.Ability 2.ParticleColorRange"_FRange);
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if(lastParticleSpawn==0){
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lastParticleSpawn="Wizard.Ability 2.ParticleFrequency"_F;
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uint8_t brightness=uint8_t("Wizard.Ability 2.ParticleColorRange"_FRange);
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switch(util::random()%4){
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case 0:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,"lightning_bolt_part1.png",upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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case 1:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,"lightning_bolt_part2.png",upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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case 2:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,"lightning_bolt_part3.png",upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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case 3:{
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game->AddEffect(std::make_unique<Effect>(pos+vf2d{"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange,"Wizard.Ability 2.ParticleSpawnRadiusRange"_FRange},"Wizard.Ability 2.ParticleLifetimeRange"_FRange,"lightning_bolt_part4.png",upperLevel,"Wizard.Ability 2.ParticleSizeRange"_FRange,"Wizard.Ability 2.ParticleFadeoutTime"_F,vel*"Wizard.Ability 2.ParticleSpeedMultRange"_FRange,Pixel{brightness,brightness,brightness}));
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}break;
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}
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}
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}
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bool LightningBolt::PlayerHit(Player*player)
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{
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deactivated=true;
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fadeOutTime="Wizard.Ability 2.BulletFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),"Wizard.Ability 2.SplashLifetime"_F,"lightning_splash_effect.png",upperLevel,player->GetSizeMult(),"Wizard.Ability 2.SplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.SplashRotationRange"_FRange));
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SoundEffect::PlaySFX("Wizard Lightning Bolt Hit",pos);
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return false;
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}
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bool LightningBolt::MonsterHit(Monster& monster)
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{
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deactivated=true;
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fadeOutTime="Wizard.Ability 2.BulletFadeoutTime"_F;
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),"Wizard.Ability 2.SplashLifetime"_F,"lightning_splash_effect.png",upperLevel,monster.GetSizeMult(),"Wizard.Ability 2.SplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.SplashRotationRange"_FRange));
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int targetsHit=0;
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for(Monster&m:MONSTER_LIST){
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if(&m==&monster||monster.OnUpperLevel()!=m.OnUpperLevel())continue;
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geom2d::line<float>lineToTarget=geom2d::line<float>(monster.GetPos(),m.GetPos());
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float dist=lineToTarget.length();
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if(dist<="Wizard.Ability 2.LightningChainRadius"_F/100*24){
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if(m.Hurt(int(game->GetPlayer()->GetAttack()*"Wizard.Ability 2.LightningChainDamageMult"_F),OnUpperLevel(),0)){
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EMITTER_LIST.push_back(std::make_unique<LightningBoltEmitter>(LightningBoltEmitter(monster.GetPos(),m.GetPos(),"Wizard.Ability 2.LightningChainFrequency"_F,"Wizard.Ability 2.LightningChainLifetime"_F,upperLevel)));
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game->AddEffect(std::make_unique<Effect>(m.GetPos(),"Wizard.Ability 2.LightningChainSplashLifetime"_F,"lightning_splash_effect.png",upperLevel,monster.GetSizeMult(),"Wizard.Ability 2.LightningChainSplashFadeoutTime"_F,vf2d{},WHITE,"Wizard.Ability 2.LightningChainSplashRotationRange"_FRange));
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targetsHit++;
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}
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}
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if(targetsHit>=2)break;
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}
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SoundEffect::PlaySFX("Wizard Lightning Bolt Hit",pos);
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return false;
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}
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