Skill Tab merge
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sigonasr2 2025-07-30 08:20:59 -05:00
commit f0b7f3979c
9 changed files with 94 additions and 34 deletions

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@ -126,6 +126,7 @@ const std::string Ability::GetDescriptionWithPlayerModifiers()const{
std::string separatorVal{variableName.substr(separatorMarker+1)};
if(!specialPrefixes.count(separatorKey))ERR(std::format("Could not find translation function for key {} inside special prefixes map!",separatorKey))
else {
if(!data.HasProperty(separatorVal))return false; //Could not be found in this section, will need to seek in another location.
finalText+=specialValCol.toHTMLColorCode()+specialPrefixes[separatorKey](data,separatorVal)+WHITE.toHTMLColorCode();
bracesFound=false;
return true;
@ -176,6 +177,7 @@ const std::string Ability::GetDescriptionWithPlayerModifiers()const{
std::string separatorVal{variableName.substr(separatorMarker+1)};
if(!specialPrefixes.count(separatorKey))ERR(std::format("Could not find translation function for key {} inside special prefixes map!",separatorKey))
else {
if(!data.HasProperty(separatorVal))return false; //Could not be found in this section, will need to seek in another location.
finalText+=specialValCol.toHTMLColorCode()+specialPrefixes[separatorKey](data,separatorVal)+WHITE.toHTMLColorCode();
bracesFound=false;
return true;

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@ -78,7 +78,7 @@ struct Ability{
PrecastData precastInfo;
bool canCancelCast=false;
InputGroup*input;
std::string icon;
std::string icon{"pixel.png"};
//If set to true, this ability is tied to using an item.
bool itemAbility=false;
//If set to true, this ability instead activates immediately when a cast occurs. When the cast finishes, nothing happens instead.

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@ -343,26 +343,30 @@ void Menu::InitializeCharacterMenuWindow(){
auto abilityDescriptionLabel{characterMenuWindow->ADD("Ability Description Text",MenuLabel)(geom2d::rect<float>{{125,30+16},{116,windowSize.y-39-16}},"",1.f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END};
#pragma region Skill Selection Boxes
std::array abilityBoxes{
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility1(),AbilitySlot::ABILITY1},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility2(),AbilitySlot::ABILITY2},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility3(),AbilitySlot::ABILITY3},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility4(),AbilitySlot::ABILITY4},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetRightClickAbility(),AbilitySlot::DEFENSIVE},
};
for(size_t i{0};auto&[ability,slot]:abilityBoxes){
float x=0;
float y=24+i*28;
float labelX=31;
float labelY=24+i*28+36;
auto skillBox{characterMenuWindow->ADD(std::format("Skill Icon Label {}",i),MenuIconButton)(geom2d::rect<float>{{x,y+28},{24,24}},GFX[ability.get().icon].Decal(),DO_NOTHING)END};
auto skillNameLabel{characterMenuWindow->ADD(std::format("Skill Name Label {}",i),MenuLabel)(geom2d::rect<float>{{labelX,labelY},{96,24}},ability.get().GetNameWithPlayerModifiers())END};
skillBox->SetHoverFunc([&abilityNameLabel,&abilityDescriptionLabel,&ability](MenuFuncData data){
abilityNameLabel->SetLabel(ability.get().GetNameWithPlayerModifiers());
abilityDescriptionLabel->SetLabel(ability.get().GetDescriptionWithPlayerModifiers());
return true;
});
i++;
{
const std::array abilityBoxes{
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility1(),AbilitySlot::ABILITY1},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility2(),AbilitySlot::ABILITY2},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility3(),AbilitySlot::ABILITY3},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility4(),AbilitySlot::ABILITY4},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetRightClickAbility(),AbilitySlot::DEFENSIVE},
};
for(size_t i{0};auto&[ability,slot]:abilityBoxes){
float x=4;
float y=4+i*28;
float labelX=28;
float labelY=24+i*28+36;
auto skillBox{characterMenuWindow->ADD(std::format("Skill Icon Label {}",i),MenuIconButton)(geom2d::rect<float>{{x,y+28},{24,24}},GFX[ability.get().icon].Decal(),DO_NOTHING)END};
auto skillNameLabel{characterMenuWindow->ADD(std::format("Skill Name Label {}",i),MenuLabel)(geom2d::rect<float>{{labelX,labelY},{96,24}},ability.get().GetNameWithPlayerModifiers())END};
skillBox->SetHoverFunc([slot](MenuFuncData data){
const auto&ability{game->GetPlayer()->GetAbility(slot)};
Component<MenuLabel>(data.menu.GetType(),"Ability Name Text")->SetLabel(ability.GetNameWithPlayerModifiers());
Component<MenuLabel>(data.menu.GetType(),"Ability Description Text")->SetLabel(ability.GetDescriptionWithPlayerModifiers());
return true;
});
skillBox->Disable(); //Hide these by default.
i++;
}
}
#pragma endregion
@ -372,17 +376,29 @@ void Menu::InitializeCharacterMenuWindow(){
};
//Used in conjunction with the onClick events of MenuComponents tab.
auto OnTabClick=[&abilityBoxes,&abilityNameLabel,&abilityDescriptionLabel](const ClickedTab tabClicked,const MenuFuncData&data){
auto OnTabClick=[](const ClickedTab tabClicked,const MenuFuncData&data){
using enum ClickedTab;
auto abilityNameLabel{Component<MenuLabel>(data.menu.GetType(),"Ability Name Text")};
auto abilityDescriptionLabel{Component<MenuLabel>(data.menu.GetType(),"Ability Description Text")};
for(int i=0;i<8;i++){
auto slot{Component<EquipSlotButton>(data.menu.GetType(),CharacterMenuWindow::slotNames[i])};
auto slot{Component<EquipSlotButton>(data.menu.GetType(),std::format("Equip Slot {}",CharacterMenuWindow::slotNames[i]))};
if(tabClicked==EQUIPMENT)slot->Enable();
else slot->Disable();
}
const std::array abilityBoxes{
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility1(),AbilitySlot::ABILITY1},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility2(),AbilitySlot::ABILITY2},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility3(),AbilitySlot::ABILITY3},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility4(),AbilitySlot::ABILITY4},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetRightClickAbility(),AbilitySlot::DEFENSIVE},
};
for(int i=0;i<abilityBoxes.size();i++){
auto slot{Component<MenuComponent>(data.menu.GetType(),std::format("Skill Icon Label {}",i))};
if(tabClicked==SKILLS)slot->Enable();
else slot->Disable();
auto&[ability,slot]{abilityBoxes[i]};
Component<MenuIconButton>(data.menu.GetType(),std::format("Skill Icon Label {}",i))->SetIcon(GFX[ability.get().icon].Decal());
Component<MenuLabel>(data.menu.GetType(),std::format("Skill Name Label {}",i))->SetLabel(ability.get().GetNameWithPlayerModifiers());
auto abilityLabel{Component<MenuComponent>(data.menu.GetType(),std::format("Skill Icon Label {}",i))};
if(tabClicked==SKILLS)abilityLabel->Enable();
else abilityLabel->Disable();
}
Component<MenuComponent>(data.menu.GetType(),"Equipment Tab")->SetSelected(tabClicked==EQUIPMENT);
Component<MenuComponent>(data.menu.GetType(),"Skills Tab")->SetSelected(tabClicked==SKILLS);

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@ -37,7 +37,7 @@ All rights reserved.
#pragma endregion
#include "GameEvent.h"
#include <map>
#include <vector>
std::vector<std::unique_ptr<GameEvent>>GameEvent::events;

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@ -44,6 +44,7 @@ All rights reserved.
#include "CharacterRotatingDisplay.h"
#include "ClassInfo.h"
#include "Unlock.h"
#include "MenuIconButton.h"
INCLUDE_game
INCLUDE_GFX
@ -59,6 +60,22 @@ void Menu::InitializeHubPauseWindow(){
hubPauseWindow->ADD("Character Button",MenuComponent)(geom2d::rect<float>{{6.f,28.f},{84.f,24.f}},"Character",[](MenuFuncData data){
Component<CharacterRotatingDisplay>(CHARACTER_MENU,"Character Rotating Display")->SetIcon(GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal());
Component<MenuComponent>(CHARACTER_MENU,"Equip Selection Select Button")->Click();
std::array abilityBoxes{
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility1(),AbilitySlot::ABILITY1},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility2(),AbilitySlot::ABILITY2},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility3(),AbilitySlot::ABILITY3},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetAbility4(),AbilitySlot::ABILITY4},
std::pair<std::reference_wrapper<Ability>,AbilitySlot>{game->GetPlayer()->GetRightClickAbility(),AbilitySlot::DEFENSIVE},
};
for(size_t i{0};auto&[ability,slot]:abilityBoxes){
//Attempt to update icons in case the abilities have changed at some point.
//Attempt to update labels in case they have changed.
auto skillBox{Component<MenuIconButton>(CHARACTER_MENU,std::format("Skill Icon Label {}",i))};
auto skillNameLabel{Component<MenuLabel>(CHARACTER_MENU,std::format("Skill Name Label {}",i))};
skillBox->SetIcon(GFX[ability.get().icon].Decal());
skillNameLabel->SetLabel(ability.get().GetNameWithPlayerModifiers());
i++;
}
Menu::OpenMenu(CHARACTER_MENU);
return true;
},ButtonAttr::FIT_TO_LABEL)END;

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@ -2326,4 +2326,17 @@ const vf2d&Player::GetPreviousPos()const{
const std::unordered_set<std::string>&Player::GetEnchants()const{
return enchantList;
}
const Ability&Player::GetAbility(AbilitySlot slot){
using enum AbilitySlot;
switch(slot){
case ABILITY1:return GetAbility1();
case ABILITY2:return GetAbility2();
case ABILITY3:return GetAbility3();
case ABILITY4:return GetAbility4();
case DEFENSIVE:return GetRightClickAbility();
}
ERR(std::format("WARNING! Unknown ability slot {} specified when attempting to retrieve Ability! THIS SHOULD NOT BE HAPPENING!",int(slot)));
return GetAbility1(); //THIS SHOULD NEVER BE HIT!!!
}

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@ -230,6 +230,7 @@ public:
virtual Ability&GetAbility2()=0;
virtual Ability&GetAbility3()=0;
virtual Ability&GetAbility4()=0;
const Ability&GetAbility(AbilitySlot slot);
virtual void SetAbility4(const Ability&originalAbility)=0; //NOTE: Make sure to provide the original ability and not a current ability!
virtual std::string&GetWalkNAnimation()=0;
virtual std::string&GetWalkEAnimation()=0;

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@ -151,8 +151,16 @@ void Ranger::InitializeClassAbilities(){
float shootingDist=pointTowardsCursor.length();
vf2d shootingDirMiddle=pointTowardsCursor.vector();
float shootingAngle=atan2(shootingDirMiddle.y,shootingDirMiddle.x);
int arrowCount="Ranger.Ability 3.ArrowCount"_I%2==0?"Ranger.Ability 3.ArrowCount"_I+1:"Ranger.Ability 3.ArrowCount"_I;
for(int i=0;i<arrowCount;i++){
// WARNING! This variable is NOT the actual arrow count shot out. If there is an even number, to make the algorithm shoot out a spray of arrows on both sides,
// it is programmed to add an arrow in the middle and SKIP it. Therefore DO NOT use this value as the actual arrow count.
// Use config value Ranger.Ability 3.ArrowCount Instead!!!
int algorithmArrowCount="Ranger.Ability 3.ArrowCount"_I%2==0?"Ranger.Ability 3.ArrowCount"_I+1:"Ranger.Ability 3.ArrowCount"_I;
const int intendedTotalDamage{int("Ranger.Ability 3.DamageMult"_F*p->GetAttack())};
const int perArrowDamage{std::max(1,int(p->GetAttack()*("Ranger.Ability 3.DamageMult"_F/"Ranger.Ability 3.ArrowCount"_I)))};
const int totalArrowDamage{perArrowDamage*"Ranger.Ability 3.ArrowCount"_I};
const int leftoverArrowDamage{intendedTotalDamage-totalArrowDamage}; //Compared to intended damage, the amount dealt may not be completely evenly divisible. Account for the remainder here to pour into the last arrow.
int totalDamageCalculated{0};
for(int i=0;i<algorithmArrowCount;i++){
if("Ranger.Ability 3.ArrowCount"_I%2==0&&i=="Ranger.Ability 3.ArrowCount"_I/2)continue;
const float halfAngle="Ranger.Ability 3.MultiShotSpread"_F*PI/180;
const float leftAngle=-halfAngle;
@ -160,8 +168,12 @@ void Ranger::InitializeClassAbilities(){
const float newAngle=shootingAngle+leftAngle/2+i*increment;
geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),p->GetPos()+vf2d{cos(newAngle),sin(newAngle)}*shootingDist);
vf2d extendedLine=pointTowardsCursor.upoint(1.1f);
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)));
int finalArrowDamage{perArrowDamage};
if(i==algorithmArrowCount-1)finalArrowDamage+=leftoverArrowDamage;
BULLET_LIST.emplace_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,finalArrowDamage,p->OnUpperLevel(),true)));
totalDamageCalculated+=finalArrowDamage;
}
if(totalDamageCalculated!=intendedTotalDamage)ERR(std::format("WARNING! Multi-shot expected a total damage calculation of {} but added up to {} instead!",intendedTotalDamage,totalDamageCalculated));
p->rangerShootAnimationTimer=0.3f;
p->SetState(State::SHOOT_ARROW);
p->SetAnimationBasedOnTargetingDirection("SHOOT",shootingAngle);

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@ -138,7 +138,7 @@ Ranger
# Whether or not this ability cancels casts.
CancelCast = 0
Description = Prepares and fires a fan of {ArrowCount} packed arrows. Total Damage: {DamageMult:TotalDamageMult}.
Description = Prepares and fires a fan of {ArrowCount} packed arrows. Total Damage: {DamageMult:DamageMult}.
#RGB Values. Color 1 is the circle at full cooldown, Color 2 is the color at empty cooldown.
Cooldown Bar Color 1 = 64, 0, 0, 192
@ -148,11 +148,10 @@ Ranger
Casting Range = 0
Casting Size = 0
# Damage multiplier per shot
DamageMult = 1.0
# Total Damage multiplier of all shots combined.
DamageMult = 6.0
# Number of arrows in the shot spread.
ArrowCount = 6
TotalDamageMult = 6.0
# How far the shot spread in one angle is. For example, if the value here is set to 18.375, then Multishot divides the arrows evenly from a span of -18.375 degrees to the left to 18.375 degrees to the right of the player.
MultiShotSpread = 18.375
# Speed of arrows that Rapid Fire shoots out.