# 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_game
INCLUDE_DATA
std : : unordered_map < std : : string , ItemEnchantInfo > ItemEnchantInfo : : ENCHANT_LIST ;
std : : unordered_map < ItemEnchantInfo : : ItemEnchantCategory , ItemEnchantInfo : : ItemEnchantCategoryData > ItemEnchantInfo : : ENCHANT_CATEGORIES ;
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 { std : : vformat ( " {{{}}} " , std : : make_format_args ( configName ) ) } ;
size_t configValInd { enchantDescription . find ( wrappedConfigStr ) } ;
if ( configValInd = = std : : string : : npos ) continue ;
std : : string formattedFloat { std : : format ( " {} " , 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 ) A ( attr ) = minVal ;
else {
const auto & randRange { std : : ranges : : iota_view ( int ( minVal ) , int ( maxVal ) ) } ;
A ( attr ) = randRange [ util : : random ( ) % randRange . size ( ) ] ;
}
const std : : string wrappedConfigStr { std : : vformat ( " {{{}}} " , std : : make_format_args ( attr . ActualName ( ) ) ) } ;
size_t configValInd { description . find ( wrappedConfigStr ) } ;
if ( configValInd = = std : : string : : npos ) continue ;
std : : string formattedFloat { std : : format ( " {} " , val ) } ;
description = description . replace ( configValInd , wrappedConfigStr . length ( ) , formattedFloat ) ;
}
}
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 ( ) ;
}