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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 © 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 "Class.h"
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#include "DEFINES.h"
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#include "Player.h"
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#include "Effect.h"
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#include "AdventuresInLestoria.h"
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#include "BulletTypes.h"
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#include "util.h"
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#include "config.h"
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#include "SoundEffect.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_BULLET_LIST
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INCLUDE_game
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void Ranger::Initialize(){
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READFROMCONFIG(Ranger,RANGER);
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Ranger::idle_n="RANGER_IDLE_N";
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Ranger::idle_e="RANGER_IDLE_E";
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Ranger::idle_s="RANGER_IDLE_S";
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Ranger::idle_w="RANGER_IDLE_W";
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Ranger::walk_n="RANGER_WALK_N";
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Ranger::walk_e="RANGER_WALK_E";
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Ranger::walk_s="RANGER_WALK_S";
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Ranger::walk_w="RANGER_WALK_W";
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}
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SETUP_CLASS(Ranger)
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void Ranger::OnUpdate(float fElapsedTime){
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}
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bool Ranger::AutoAttack(){
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geom2d::line pointTowardsCursor(GetPos(),GetWorldAimingLocation());
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vf2d extendedLine=pointTowardsCursor.upoint(1.1f);
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float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
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attack_cooldown_timer=ARROW_ATTACK_COOLDOWN-GetAttackRecoveryRateReduction();
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CreateBullet(Arrow)(GetPos(),extendedLine,vf2d{cos(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F-PI/8*"Ranger.Auto Attack.ArrowSpd"_F)}+movementVelocity/1.5f,"Ranger.Auto Attack.Radius"_F,int(GetAttack()*"Ranger.Auto Attack.DamageMult"_F),OnUpperLevel(),true)EndBullet;
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BULLET_LIST.back()->SetIsPlayerAutoAttackProjectile();
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SetState(State::SHOOT_ARROW);
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SetAnimationBasedOnTargetingDirection("SHOOT",angleToCursor);
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SoundEffect::PlaySFX("Ranger.Auto Attack.Sound"_S,SoundEffect::CENTERED);
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return true;
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}
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void Ranger::InitializeClassAbilities(){
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#pragma region Ranger Right-click Ability (Retreat)
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Ranger::rightClickAbility.action=
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[](Player*p,vf2d pos={}){
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geom2d::line mouseDir{p->GetWorldAimingLocation(Player::USE_WALK_DIR),p->GetPos()};
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float velocity=(0.5f*-p->friction*p->RETREAT_TIME*p->RETREAT_TIME-p->RETREAT_DISTANCE)/-p->RETREAT_TIME; //Derived from kinetic motion formula.
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p->SetVelocity(mouseDir.vector().norm()*velocity);
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p->retreatTimer=p->RETREAT_TIME;
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p->iframe_time=p->RETREAT_TIME;
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p->ghostPositions.push_back(p->GetPos()+vf2d{0,-p->GetZ()});
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p->ghostFrameTimer=p->RETREAT_GHOST_FRAME_DELAY;
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p->ghostRemoveTimer=p->RETREAT_GHOST_FRAMES*p->RETREAT_GHOST_FRAME_DELAY;
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float angleToCursor=atan2(p->GetWorldAimingLocation(Player::USE_WALK_DIR).y-p->GetPos().y,p->GetWorldAimingLocation(Player::USE_WALK_DIR).x-p->GetPos().x);
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p->SetAnimationBasedOnTargetingDirection("IDLE",angleToCursor);
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p->SetState(State::RETREAT);
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SoundEffect::PlaySFX("Ranger.Right Click Ability.Sound"_S,SoundEffect::CENTERED);
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return true;
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};
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#pragma endregion
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#pragma region Ranger Ability 1 (Rapid Fire)
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Ranger::ability1.action=
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[](Player*p,vf2d pos={}){
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p->remainingRapidFireShots=p->RAPID_FIRE_SHOOT_AMOUNT;
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p->rapidFireTimer=p->RAPID_FIRE_SHOOT_DELAY;
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if("Ranger.Ability 1.IsAnimationLocked"_I){
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p->SetState(State::ANIMATION_LOCK);
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}
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SoundEffect::PlaySFX("Ranger.Ability 1.Sound"_S,SoundEffect::CENTERED);
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return true;
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};
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#pragma endregion
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#pragma region Ranger Ability 2 (Charged Shot)
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Ranger::ability2.action=
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[](Player*p,vf2d pos={}){
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vf2d arrowVelocity=util::pointTo(p->GetPos(),p->GetWorldAimingLocation());
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BULLET_LIST.push_back(std::make_unique<ChargedArrow>(p->GetPos(),arrowVelocity*"Ranger.Ability 2.Speed"_F,12*"Ranger.Ability 2.Radius"_F/100,p->GetAttack()*"Ranger.Ability 2.DamageMult"_F,p->OnUpperLevel(),true));
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p->SetState(State::SHOOT_ARROW);
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p->rangerShootAnimationTimer=0.3f;
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p->SetAnimationBasedOnTargetingDirection("SHOOT",atan2(arrowVelocity.y,arrowVelocity.x));
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game->SetupWorldShake("Ranger.Ability 2.WorldShakeTime"_F);
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p->Knockback(-1.f*arrowVelocity.norm()*"Ranger.Ability 2.Knockback"_F);
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SoundEffect::PlaySFX("Ranger.Ability 2.Sound"_S,SoundEffect::CENTERED);
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return true;
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};
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#pragma endregion
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#pragma region Ranger Ability 3 (Multi Shot)
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Ranger::ability3.action=
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[](Player*p,vf2d pos={}){
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geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),p->GetWorldAimingLocation());
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float shootingDist=pointTowardsCursor.length();
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vf2d shootingDirMiddle=pointTowardsCursor.vector();
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float shootingAngle=atan2(shootingDirMiddle.y,shootingDirMiddle.x);
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int arrowCount="Ranger.Ability 3.ArrowCount"_I%2==0?"Ranger.Ability 3.ArrowCount"_I+1:"Ranger.Ability 3.ArrowCount"_I;
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for(int i=0;i<arrowCount;i++){
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if("Ranger.Ability 3.ArrowCount"_I%2==0&&i=="Ranger.Ability 3.ArrowCount"_I/2)continue;
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const float halfAngle="Ranger.Ability 3.MultiShotSpread"_F*PI/180;
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const float leftAngle=-halfAngle;
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const float increment=halfAngle/"Ranger.Ability 3.ArrowCount"_I;
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const float newAngle=shootingAngle+leftAngle/2+i*increment;
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geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),p->GetPos()+vf2d{cos(newAngle),sin(newAngle)}*shootingDist);
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vf2d extendedLine=pointTowardsCursor.upoint(1.1f);
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BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(p->GetPos(),extendedLine,vf2d{cos(newAngle)*"Ranger.Ability 3.ArrowSpd"_F,float(sin(newAngle)*"Ranger.Ability 3.ArrowSpd"_F-PI/8*"Ranger.Ability 3.ArrowSpd"_F)}+p->movementVelocity,12*"Ranger.Ability 3.ArrowRadius"_F/100,int(p->GetAttack()*"Ranger.Ability 3.DamageMult"_F),p->OnUpperLevel(),true)));
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}
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p->rangerShootAnimationTimer=0.3f;
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p->SetState(State::SHOOT_ARROW);
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p->SetAnimationBasedOnTargetingDirection("SHOOT",shootingAngle);
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SoundEffect::PlaySFX("Ranger.Ability 3.Sound"_S,SoundEffect::CENTERED);
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return true;
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};
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#pragma endregion
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}
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