# 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 <EFBFBD> 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "BulletTypes.h"
# include "AdventuresInLestoria.h"
INCLUDE_ANIMATION_DATA
INCLUDE_game
BearTrap : : BearTrap ( vf2d pos , float radius , int damage , float fadeinTime , float fadeoutTime , bool upperLevel , bool hitsMultiple , float lifetime , bool friendly , Pixel col , vf2d scale )
: Bullet ( pos , { } , radius , damage , " Ability Icons/bear_trap.png " , upperLevel , hitsMultiple , lifetime , false , friendly , col , scale , 0.f , " Trap Hit " ) {
fadeInTime = fadeinTime ;
animation . AddState ( " bear_trap.png " , ANIMATION_DATA [ " bear_trap.png " ] ) ;
if ( ! friendly ) ERR ( " WARNING! Trying to use unimplemented enemy version of the Bear Trap Bullet! " ) ;
}
void BearTrap : : ModifyOutgoingDamageData ( HurtDamageInfo & data ) {
data . hurtFlags | = HurtFlag : : PLAYER_ABILITY ;
}
BulletDestroyState BearTrap : : PlayerHit ( Player * player ) {
fadeOutTime = 0.5f ;
animation . ChangeState ( internal_animState , " bear_trap.png " ) ;
return BulletDestroyState : : KEEP_ALIVE ;
}
BulletDestroyState BearTrap : : MonsterHit ( Monster & monster , const uint8_t markStacksBeforeHit ) {
fadeOutTime = 0.5f ;
animation . ChangeState ( internal_animState , " bear_trap.png " ) ;
const float bleedDamage { " Trapper.Ability 2.Marked Target Bleed " _f [ 0 ] / 100.f * game - > GetPlayer ( ) - > GetAttack ( ) } ;
float bleedDuration { " Trapper.Ability 2.Marked Target Bleed " _f [ 1 ] } ;
const float timeBetweenTicks { " Trapper.Ability 2.Marked Target Bleed " _f [ 2 ] } ;
if ( game - > GetPlayer ( ) - > HasEnchant ( " Lingering Scent " ) ) bleedDuration + = " Lingering Scent " _ENC [ " BLEED EXTRA DURATION " ] ;
if ( markStacksBeforeHit > 0 ) {
const uint8_t resetStackCount { uint8_t ( " Trapper.Ability 2.Marked Target Stack Count Reset " _I + 1U ) } ; //Add an additional stack because we know the target hit is about to lose one stack.
const uint8_t numberOfStacksToReplenish { uint8_t ( resetStackCount - monster . GetMarkStacks ( ) ) } ;
monster . ApplyMark ( " Trapper.Ability 2.Marked Target Reset Time " _F , numberOfStacksToReplenish ) ;
monster . ApplyDot ( bleedDuration , bleedDamage , timeBetweenTicks ) ;
}
monster . AddBuff ( BuffType : : SLOWDOWN , " Trapper.Ability 2.Slowdown Time " _F , " Trapper.Ability 2.Slowdown Amount " _F / 100.f ) ;
monster . Knockup ( " Trapper.Ability 2.Knockup Amount " _F ) ;
return BulletDestroyState : : KEEP_ALIVE ;
}