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/ItemEnchant.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 <EFBFBD> 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "olcUTIL_DataFile.h"
#include "ItemEnchant.h"
#include "DEFINES.h"
#include "Class.h"
#include <unordered_set>
#include <algorithm>
#include "util.h"
#include "AdventuresInLestoria.h"
#include <ranges>
INCLUDE_game
INCLUDE_DATA
const Pixel ItemEnchantInfo::enchantAttributeCol{0x00DFE2};
std::unordered_map<std::string,ItemEnchantInfo>ItemEnchantInfo::ENCHANT_LIST;
std::unordered_map<ItemEnchantInfo::ItemEnchantCategory,ItemEnchantInfo::ItemEnchantCategoryData>ItemEnchantInfo::ENCHANT_CATEGORIES;
const ItemEnchantInfo&operator ""_ENC(const char*key,std::size_t len){
return ItemEnchantInfo::GetEnchant(std::string(key));
}
const float ItemEnchantInfo::operator[](const std::string& name)const{
return config.at(name);
}
void ItemEnchantInfo::Initialize(){
ENCHANT_LIST.clear();
ENCHANT_CATEGORIES.clear();
float minCategoryRollWeight{};
float maxCategoryRollWeight{};
for(const auto&[key,size]:DATA["Item Enchants"]){
ItemEnchantCategory enchantCategory{};
if(key=="General Enchants"){
enchantCategory=ItemEnchantCategory::GENERAL;
}else
if(key=="Class Enchants"){
enchantCategory=ItemEnchantCategory::CLASS;
}else
if(key=="Unique Enchants"){
enchantCategory=ItemEnchantCategory::UNIQUE;
}else ERR(std::format("WARNING! Enchant type {} is not supported! THIS SHOULD NOT BE HAPPENING! Please check ItemEnchants.txt",key));
datafile&enchantData=DATA["Item Enchants"][key];
ItemEnchantCategoryData categoryData;
minCategoryRollWeight=maxCategoryRollWeight;
maxCategoryRollWeight+=enchantData["Percent Chance"].GetReal();
categoryData.displayCol=enchantData["Enchant Display Color"].GetPixel();
categoryData.weightedRollRange={minCategoryRollWeight,maxCategoryRollWeight};
ENCHANT_CATEGORIES.insert({enchantCategory,categoryData});
for(const auto&[key,size]:enchantData){
if(key=="Percent Chance"||key=="Enchant Display Color")continue;
const auto MakeEnchant=[enchantCategory](const std::string_view keyName,datafile&enchant){
ItemEnchantInfo newEnchant;
newEnchant.category=enchantCategory;
newEnchant.name=keyName;
std::string enchantDescription{enchant["Description"].GetString()};
using enum AbilitySlot;
const std::unordered_map<std::string,AbilitySlot>affectSlots{
{"Auto Attack",AUTO_ATTACK},
{"Right Click Ability",RIGHT_CLICK},
{"Ability 1",ABILITY_1},
{"Ability 2",ABILITY_2},
{"Ability 3",ABILITY_3},
};
if(enchant.HasProperty("Affects")){
std::string affectStr{enchant["Affects"].GetString()};
if(!affectSlots.count(affectStr))ERR(std::format("WARNING! Could not find translate ability affect slot name {} to a valid slot! Valid slot names are: \"Auto Attack, Right Click Ability, Ability 1, Ability 2, Ability 3\"",affectStr));
newEnchant.abilitySlot=affectSlots.at(affectStr);
}
auto IsRequiredKey=[](const std::string_view key){return key=="Description"||key=="Affects"||key.starts_with("Stat Modifier[");};
for(auto&[key,size]:enchant){
if(IsRequiredKey(key))continue;
const auto&result{newEnchant.config.insert({key,enchant[key].GetReal()})};
const bool InsertFailed{!result.second};
if(InsertFailed)ERR(std::format("WARNING! Enchant {} already had an extra property named {}. Duplicates not allowed!",keyName,key));
}
for(const auto&[configName,val]:newEnchant.config){
const std::string wrappedConfigStr{util::vformat("{{{}}}",configName)};
size_t configValInd{enchantDescription.find(wrappedConfigStr)};
if(configValInd==std::string::npos)continue;
std::string formattedFloat{std::format("{}{}#FFFFFF",ItemEnchantInfo::enchantAttributeCol.toHTMLColorCode(),val)};
enchantDescription=enchantDescription.replace(configValInd,wrappedConfigStr.length(),formattedFloat);
}
size_t statModifierInd{};
while(enchant.HasProperty(std::format("Stat Modifier[{}]",statModifierInd))){
const datafile&stat{enchant[std::format("Stat Modifier[{}]",statModifierInd)]};
newEnchant.minStatModifiers.A(stat.GetString(0))=stat.GetReal(1);
newEnchant.maxStatModifiers.A(stat.GetString(0))=stat.GetReal(2);
statModifierInd++;
}
newEnchant.description=enchantDescription;
return newEnchant;
};
using enum ItemEnchantCategory;
if(enchantCategory==CLASS){
Class itemEnchantClass{classutils::StringToClass(key)};
datafile&classEnchantData{enchantData[key]};
for(const auto&[key,size]:classEnchantData){
ItemEnchantInfo newEnchant{MakeEnchant(key,classEnchantData[key])};
newEnchant.abilityClass=itemEnchantClass;
const auto&result{ENCHANT_LIST.insert({key,newEnchant})};
const bool InsertFailed{!result.second};
if(InsertFailed)ERR(std::format("WARNING! Enchant {} already existed in Enchant List! Duplicates are not allowed!",key));
}
}else{
ItemEnchantInfo newEnchant{MakeEnchant(key,enchantData[key])};
const auto&result{ENCHANT_LIST.insert({key,newEnchant})};
const bool InsertFailed{!result.second};
if(InsertFailed)ERR(std::format("WARNING! Enchant {} already existed in Enchantment List! Duplicates are not allowed!",key));
}
}
}
}
ItemEnchant::ItemEnchant(const std::string_view enchantName)
:enchantName(std::string(enchantName)),description(ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).Description()){
for(const auto&[attr,val]:ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).minStatModifiers){
float minVal=ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).minStatModifiers.A_Read(attr);
float maxVal=ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).maxStatModifiers.A_Read(attr);
if(minVal==maxVal)SetAttribute(attr.ActualName(),minVal);
else{
const auto&randRange{std::ranges::iota_view(int(minVal),int(maxVal+1))};
SetAttribute(attr.ActualName(),randRange[util::random()%randRange.size()]);
}
}
}
const ItemEnchantInfo&ItemEnchantInfo::GetEnchant(const std::string_view enchantName){
return ENCHANT_LIST.at(std::string(enchantName));
}
const std::string ItemEnchantInfo::Name(TextStyle style)const{
using enum TextStyle;
switch(style){
case NORMAL:{
return name;
}break;
case COLOR_CODES:{
return ENCHANT_CATEGORIES.at(category).displayCol.toHTMLColorCode()+name;
}break;
}
return{};
}
const std::string_view ItemEnchantInfo::Description()const{
return description;
}
const float ItemEnchantInfo::GetConfigValue(const std::string_view keyName)const{
return config.at(std::string(keyName));
}
const std::optional<Class>&ItemEnchantInfo::GetClass()const{
return abilityClass;
}
const ItemEnchantInfo::ItemEnchantCategory&ItemEnchantInfo::Category()const{
return category;
}
const ItemEnchantInfo&ItemEnchant::GetEnchantInfo()const{
return ItemEnchantInfo::ENCHANT_LIST.at(enchantName);
}
const std::string ItemEnchant::Name(ItemEnchantInfo::TextStyle style)const{
return GetEnchantInfo().Name(style);
}
const std::string_view ItemEnchant::Description()const{
return description;
}
const ItemEnchantInfo::ItemEnchantCategory&ItemEnchant::Category()const{
return GetEnchantInfo().Category();
}
const std::optional<ItemEnchantInfo::AbilitySlot>&ItemEnchant::AbilitySlot()const{
return GetEnchantInfo().abilitySlot;
}
const std::unordered_map<std::string,ItemEnchantInfo>&ItemEnchantInfo::GetEnchants(){
return ENCHANT_LIST;
}
const std::string ItemEnchant::RollRandomEnchant(){
std::vector<ItemEnchantInfo>filteredEnchants;
std::for_each(ItemEnchantInfo::GetEnchants().begin(),ItemEnchantInfo::GetEnchants().end(),[&filteredEnchants](const std::pair<std::string,ItemEnchantInfo>&data){
using enum ItemEnchantInfo::ItemEnchantCategory;
const ItemEnchantInfo&enchant=data.second;
const auto enchantAvailableForCurrentClass=enchant.Category()!=CLASS||enchant.GetClass().has_value()&&enchant.GetClass().value()==game->GetPlayer()->GetClass();
if(enchantAvailableForCurrentClass){
filteredEnchants.emplace_back(enchant);
}
});
return filteredEnchants[util::random()%filteredEnchants.size()].Name();
}
void ItemEnchant::UpdateDescription(){
description=ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).Description();
for(const auto&[attr,val]:ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).minStatModifiers){
const std::string wrappedConfigStr{util::vformat("{{{}}}",attr.ActualName())};
size_t configValInd{description.find(wrappedConfigStr)};
if(configValInd==std::string::npos)continue;
std::string formattedFloat{std::format("{}{}#FFFFFF",ItemEnchantInfo::enchantAttributeCol.toHTMLColorCode(),GetAttribute(attr.ActualName()))};
description=description.replace(configValInd,wrappedConfigStr.length(),formattedFloat);
}
}
void ItemEnchant::SetAttribute(const std::string_view attr,const float val){
stats.A(attr)=val;
UpdateDescription();
}
const float&ItemEnchant::GetAttribute(const std::string_view attr)const{
return stats.A_Read(attr);
}
std::map<ItemAttribute,float>::const_iterator ItemEnchant::begin()const{
return stats.begin();
}
std::map<ItemAttribute,float>::const_iterator ItemEnchant::end()const{
return stats.end();
}
const Pixel&ItemEnchant::DisplayCol()const{
return ItemEnchantInfo::GetEnchant(Name()).enchantAttributeCol;
}
const std::optional<ItemEnchantInfo::AbilitySlot>&ItemEnchantInfo::GetAbilitySlot()const{
return abilitySlot;
}
const std::optional<Ability*>ItemEnchantInfo::GetAbility()const{
if(!GetAbilitySlot()||!GetClass())return {};
#pragma region Generate Abilities for all classes
#define GENERATE_ABILITY_LIST_FOR_CLASS(class,staticClass) \
{class,{std::optional<Ability*>{},&staticClass::rightClickAbility,&staticClass::ability1,&staticClass::ability2,&staticClass::ability3}},
#define END_ABILITY_LIST };
std::unordered_map<Class,std::array<std::optional<Ability*>,5>>enchantAbilitiesList{
GENERATE_ABILITY_LIST_FOR_CLASS(WARRIOR,Warrior)
GENERATE_ABILITY_LIST_FOR_CLASS(RANGER,Ranger)
GENERATE_ABILITY_LIST_FOR_CLASS(WIZARD,Wizard)
GENERATE_ABILITY_LIST_FOR_CLASS(THIEF,Thief)
GENERATE_ABILITY_LIST_FOR_CLASS(TRAPPER,Trapper)
GENERATE_ABILITY_LIST_FOR_CLASS(WITCH,Witch)
END_ABILITY_LIST;
#pragma endregion
return enchantAbilitiesList[*GetClass()][int(*GetAbilitySlot())];
}
const std::optional<std::reference_wrapper<Ability>>ItemEnchant::Ability()const{
if(GetEnchantInfo().GetAbility())return **GetEnchantInfo().GetAbility();
return {};
}