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/Witch.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 © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Class.h"
#include "DEFINES.h"
#include "Player.h"
#include "Effect.h"
#include "AdventuresInLestoria.h"
#include "config.h"
#include "SoundEffect.h"
#include "BulletTypes.h"
#include "util.h"
#include <ranges>
INCLUDE_MONSTER_LIST
INCLUDE_BULLET_LIST
INCLUDE_game
void Witch::Initialize(){
READFROMCONFIG(Witch,WITCH);
Witch::idle_n="WITCH_IDLE_N";
Witch::idle_e="WITCH_IDLE_E";
Witch::idle_s="WITCH_IDLE_S";
Witch::idle_w="WITCH_IDLE_W";
Witch::walk_n="WITCH_WALK_N";
Witch::walk_e="WITCH_WALK_E";
Witch::walk_s="WITCH_WALK_S";
Witch::walk_w="WITCH_WALK_W";
}
SETUP_CLASS(Witch)
void Witch::OnUpdate(float fElapsedTime){
if(attack_cooldown_timer>0){
idle_n="WITCH_IDLE_ATTACK_N";
idle_e="WITCH_IDLE_ATTACK_E";
idle_s="WITCH_IDLE_ATTACK_S";
idle_w="WITCH_IDLE_ATTACK_W";
walk_n="WITCH_ATTACK_N";
walk_e="WITCH_ATTACK_E";
walk_s="WITCH_ATTACK_S";
walk_w="WITCH_ATTACK_W";
} else {
idle_n="WITCH_IDLE_N";
idle_e="WITCH_IDLE_E";
idle_s="WITCH_IDLE_S";
idle_w="WITCH_IDLE_W";
walk_n="WITCH_WALK_N";
walk_e="WITCH_WALK_E";
walk_s="WITCH_WALK_S";
walk_w="WITCH_WALK_W";
}
if(GetState()==State::CASTING){
switch(GetFacingDirection()){
case UP:{
UpdateAnimation("WITCH_CAST_N",WIZARD|WITCH);
}break;
case DOWN:{
UpdateAnimation("WITCH_CAST_S",WIZARD|WITCH);
}break;
case LEFT:{
UpdateAnimation("WITCH_CAST_W",WIZARD|WITCH);
}break;
case RIGHT:{
UpdateAnimation("WITCH_CAST_E",WIZARD|WITCH);
}break;
}
}
}
bool Witch::AutoAttack(){
attack_cooldown_timer=MAGIC_ATTACK_COOLDOWN-GetAttackRecoveryRateReduction();
float angleToCursor=atan2(GetWorldAimingLocation().y-GetPos().y,GetWorldAimingLocation().x-GetPos().x);
CreateBullet(PurpleEnergyBall)(GetPos(),"Witch.Auto Attack.Radius"_F/100*12,"Witch.Auto Attack.Homing Range"_F/100*24,int(GetAttack()*"Witch.Auto Attack.DamageMult"_F),upperLevel,{cos(angleToCursor)*"Witch.Auto Attack.Speed"_F,sin(angleToCursor)*"Witch.Auto Attack.Speed"_F},false,INFINITE,true)EndBullet;
BULLET_LIST.back()->SetIsPlayerAutoAttackProjectile();
SoundEffect::PlaySFX("Witch Attack",SoundEffect::CENTERED);
return true;
}
void Witch::InitializeClassAbilities(){
#pragma region Witch Right-click Ability (Transform)
Witch::rightClickAbility.action=
[](Player*p,vf2d pos={}){
p->SetupAfterImage();
p->afterImagePos=p->leapStartingPos=p->GetPos();
geom2d::line<float>targetLine{p->GetPos(),p->GetWorldAimingLocation(Player::USE_WALK_DIR,Player::INVERTED)};
const float LeapMaxRange{"Witch.Right Click Ability.Leap Velocity"_F*"Witch.Right Click Ability.Leap Max Range Time"_F};
p->leapTimer=p->totalLeapTime=std::min("Witch.Right Click Ability.Leap Max Range Time"_F,util::lerp(0.f,"Witch.Right Click Ability.Leap Max Range Time"_F,targetLine.length()/(LeapMaxRange/100.f*24)));
p->transformTargetDir=targetLine.vector().polar().y;
p->SetAnimationBasedOnTargetingDirection("TRANSFORM",p->transformTargetDir);
p->ApplyIframes("Witch.Right Click Ability.Leap Max Range Time"_F+0.1f);
p->SetState(State::LEAP);
SoundEffect::PlaySFX("Meow",p->GetPos());
return true;
};
#pragma endregion
#pragma region Witch Ability 1 (Curse of Pain)
Witch::ability1.action=
[](Player*p,vf2d pos={}){
std::optional<std::weak_ptr<Monster>>curseTarget{Monster::GetNearestMonster(pos,"Witch.Ability 1.Casting Range"_F/100.f*24,p->OnUpperLevel(),p->GetZ())};
if(curseTarget.has_value()&&!curseTarget.value().expired()){
const float buffTimeBetweenTicks{"Witch.Ability 1.Curse Debuff"_f[1]};
const float buffDamageMult{"Witch.Ability 1.Curse Debuff"_f[0]};
const float buffDuration{"Witch.Ability 1.Curse Debuff"_f[2]};
curseTarget.value().lock()->ApplyDot(buffDuration,p->GetAttack()*buffDamageMult,buffTimeBetweenTicks,
[](std::weak_ptr<Monster>m,Buff&b){
expireCallbackFunc:
m.lock()->Hurt(game->GetPlayer()->GetAttack()*"Witch.Ability 1.Final Tick Damage"_F,m.lock()->OnUpperLevel(),m.lock()->GetZ(),HurtFlag::DOT);
}
);
curseTarget.value().lock()->AddBuff(BuffType::GLOW_PURPLE,buffDuration,1.f);
const vf2d targetPos{curseTarget.value().lock()->GetPos()};
for(int i:std::ranges::iota_view(0,int(util::distance(p->GetPos(),targetPos)/8))){
float drawDist{i*8.f};
float fadeInTime{i*0.05f};
float fadeOutTime{0.5f+i*0.05f};
float effectSize{util::random(0.2f)};
game->AddEffect(std::make_unique<Effect>(geom2d::line<float>(p->GetPos(),targetPos).rpoint(drawDist),0.f,"mark_trail.png",p->OnUpperLevel(),fadeInTime,fadeOutTime,vf2d{effectSize,effectSize},vf2d{},Pixel{100,0,155,uint8_t(util::random_range(0,120))},0.f,0.f),true);
}
SoundEffect::PlaySFX("Curse of Pain",curseTarget.value().lock()->GetPos());
return true;
}else return false;
};
#pragma endregion
#pragma region Witch Ability 2 (Throw Poison)
Witch::ability2.action=
[](Player*p,vf2d pos={}){
const float totalFallTime{util::lerp(0.f,0.3f,util::distance(p->GetPos(),pos)/("Witch.Ability 2.Casting Range"_F/100.f*24))};
CreateBullet(PoisonBottle)(p->GetPos(),pos,"Witch.Ability 2.Casting Size"_F/100.f*24,12.f,totalFallTime,"Witch.Ability 2.Toss Max Z"_F,p->GetAttack()*"Witch.Ability 2.Damage Mult"_F,p->OnUpperLevel(),false,INFINITE,true,WHITE,vf2d{1.f,1.f},util::random(2*PI))EndBullet;
return true;
};
#pragma endregion
#pragma region Witch Ability 3 (Curse of Death)
Witch::ability3.action=
[](Player*p,vf2d pos={}){
std::optional<std::weak_ptr<Monster>>curseTarget{Monster::GetNearestMonster(pos,"Witch.Ability 3.Casting Range"_F/100.f*24,p->OnUpperLevel(),p->GetZ())};
if(curseTarget.has_value()&&!curseTarget.value().expired()){
const float curseDuration{"Witch.Ability 3.Curse Duration"_F};
const float damageAmpMult{"Witch.Ability 3.Damage Amplification"_F/100.f};
curseTarget.value().lock()->AddBuff(BuffType::DAMAGE_AMPLIFICATION,curseDuration,damageAmpMult);
const vf2d targetPos{curseTarget.value().lock()->GetPos()};
for(int i:std::ranges::iota_view(0,int(util::distance(p->GetPos(),targetPos)/8))){
float drawDist{i*8.f};
float fadeInTime{i*0.05f};
float fadeOutTime{0.5f+i*0.05f};
float effectSize{util::random_range(0.6f,1.2f)};
game->AddEffect(std::make_unique<Effect>(geom2d::line<float>(p->GetPos(),targetPos).rpoint(drawDist),0.f,"mark_trail.png",p->OnUpperLevel(),fadeInTime,fadeOutTime,vf2d{effectSize,effectSize},vf2d{},Pixel{162,0,0,uint8_t(util::random_range(150,255))},0.f,0.f),true);
}
SoundEffect::PlaySFX("Curse of Death",curseTarget.value().lock()->GetPos());
return true;
}else return false;
};
#pragma endregion
}