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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 "config.h"
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#include "SoundEffect.h"
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#include "util.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 Thief::Initialize(){
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READFROMCONFIG(Thief,THIEF);
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Thief::idle_n="THIEF_IDLE_N";
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Thief::idle_e="THIEF_IDLE_E";
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Thief::idle_s="THIEF_IDLE_S";
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Thief::idle_w="THIEF_IDLE_W";
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Thief::walk_n="THIEF_WALK_N";
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Thief::walk_e="THIEF_WALK_E";
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Thief::walk_s="THIEF_WALK_S";
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Thief::walk_w="THIEF_WALK_W";
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}
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SETUP_CLASS(Thief)
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void Thief::OnUpdate(float fElapsedTime){
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}
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bool Thief::AutoAttack(){
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bool attack=false;
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Monster*closest=nullptr;
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float closest_dist=999999;
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for(std::unique_ptr<Monster>&m:MONSTER_LIST){
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if(m->IsAlive()&&
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geom2d::overlaps(geom2d::circle<float>(GetPos(),attack_range*GetSizeMult()*12),geom2d::circle<float>(m->GetPos(),m->GetSizeMult()*12))&&
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geom2d::line<float>(GetWorldAimingLocation(),m->GetPos()).length()<closest_dist){
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closest_dist=geom2d::line<float>(GetWorldAimingLocation(),m->GetPos()).length();
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closest=&*m;
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}
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}
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float targetDirection;
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if(closest!=nullptr){
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float dirToEnemy=geom2d::line<float>(GetPos(),closest->GetPos()).vector().polar().y;
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targetDirection=dirToEnemy;
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SetAnimationBasedOnTargetingDirection(dirToEnemy);
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}else{
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float dirToMouse=geom2d::line<float>(GetPos(),GetWorldAimingLocation()).vector().polar().y;
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targetDirection=dirToMouse;
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SetAnimationBasedOnTargetingDirection(dirToMouse);
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}
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attack_cooldown_timer=ATTACK_COOLDOWN-GetAttackRecoveryRateReduction();
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swordSwingTimer="Thief.Auto Attack.SwordAnimationSwingTime"_F;
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game->AddEffect(std::make_unique<SwordSlash>(0.125f,"swordslash.png"s,"Thief.Auto Attack.DamageMult"_F,"Thief.Auto Attack.SwordSlashSweepAngle"_F,vf2d{0.9f,0.9f}*"Thief.Auto Attack.Range"_F/100.f,0.1f,vf2d{0.f,0.f},WHITE,targetDirection));
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SetState(State::SWING_SWORD);
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SoundEffect::PlaySFX("Warrior Auto Attack",SoundEffect::CENTERED);
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return true;
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}
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void Thief::InitializeClassAbilities(){
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#pragma region Thief Right-click Ability (Roll)
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Thief::rightClickAbility.action=
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[](Player*p,vf2d pos={}){
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p->SetState(State::ROLL);
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p->rolling_timer="Thief.Right Click Ability.Roll Time"_F;
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p->AddBuff(BuffType::SPEEDBOOST,"Thief.Right Click Ability.Movespeed Buff"_f[1],"Thief.Right Click Ability.Movespeed Buff"_f[0]/100.f);
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geom2d::line mouseDir{p->GetPos(),p->GetWorldAimingLocation(Player::USE_WALK_DIR)};
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float velocity=(0.5f*-p->friction*"Thief.Right Click Ability.Roll Time"_F*"Thief.Right Click Ability.Roll Time"_F-std::clamp(mouseDir.length(),24.f,24.f*"Thief.Right Click Ability.Max Roll Range"_F/100))/-"Thief.Right Click Ability.Roll Time"_F; //Derived from kinetic motion formula.
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p->SetVelocity(mouseDir.vector().norm()*velocity);
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p->ApplyIframes("Thief.Right Click Ability.Iframe Time"_F);
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return true;
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};
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#pragma endregion
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#pragma region Thief Ability 1 (Hidden Dagger)
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Thief::ability1.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*"Thief.Ability 1.RetreatTime"_F*"Thief.Ability 1.RetreatTime"_F-24.f*"Thief.Ability 1.RetreatDistance"_F/100)/-"Thief.Ability 1.RetreatTime"_F; //Derived from kinetic motion formula.
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p->SetVelocity(mouseDir.vector().norm()*velocity);
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p->retreatTimer="Thief.Ability 1.RetreatTime"_F;
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p->ApplyIframes("Thief.Ability 1.RetreatTime"_F);
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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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const float daggerLifetime{"Thief.Ability 1.Dagger Range"_F/"Thief.Ability 1.Dagger Speed"_F};
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CreateBullet(Bullet)(p->GetPos(),vf2d{"Thief.Ability 1.Dagger Speed"_F,angleToCursor}.cart(),"Thief.Ability 1.Dagger Radius"_F,p->GetAttack()*"Thief.Ability 1.Damage"_I,"dagger.png",p->OnUpperLevel(),false,daggerLifetime,true,true)EndBullet;
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p->SetAnimationBasedOnTargetingDirection(angleToCursor);
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p->SetState(State::RETREAT);
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SoundEffect::PlaySFX("Thief.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 Thief Ability 2 (???)
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Thief::ability2.action=
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[](Player*p,vf2d pos={}){
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return false;
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};
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#pragma endregion
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#pragma region Thief Ability 3 (???)
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Thief::ability3.action=
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[](Player*p,vf2d pos={}){
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return false;
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};
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#pragma endregion
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}
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