#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona 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 "BulletTypes.h" #include "AdventuresInLestoria.h" #include #include "config.h" #include "util.h" #include "SoundEffect.h" INCLUDE_ANIMATION_DATA INCLUDE_game ExplosiveTrap::ExplosiveTrap(vf2d pos,float radius,float explosionRadius,float automaticDetonationTime,int damage,float fadeinTime,float fadeoutTime,float activationWaitTime,bool upperLevel,bool hitsMultiple,float lifetime,bool friendly,Pixel col,vf2d scale) :activationWaitTime(activationWaitTime),automaticDetonationTime(automaticDetonationTime),activationRadius(radius),explosionRadius(explosionRadius),explosionCount(game->GetPlayer()->HasEnchant("Concussive Trap")?"Concussive Trap"_ENC["TRAP EXPLODE COUNT"]:1),Bullet(pos,{},0.f,damage,"Ability Icons/explosive_trap.png",upperLevel,hitsMultiple,INFINITE,false,friendly,col,scale,0.f,"Trap Hit"){ fadeInTime=fadeinTime; animation.AddState("explosive_trap.png",ANIMATION_DATA["explosive_trap.png"]); if(!friendly)ERR("WARNING! Trying to use unimplemented enemy version of the Explosive Trap Bullet!"); } void ExplosiveTrap::Update(float fElapsedTime){ const bool trapActivated{radius==activationRadius}; if(IsDeactivated())return; if(rearmTime>0.f){ rearmTime-=fElapsedTime; if(rearmTime<=0.f)Detonate(); }else if(!trapActivated){ activationWaitTime-=fElapsedTime; if(activationWaitTime<=0.f){ radius=activationRadius; animation.ChangeState(internal_animState,"explosive_trap.png"); beepCount=std::min(4U,beepCount+1U); SoundEffect::PlaySFX(std::format("Beep {}",beepCount),pos); lastBeepTime=1.f; } }else{ automaticDetonationTime-=fElapsedTime; lastBeepTime-=fElapsedTime; if(lastBeepTime<=0.f){ beepCount=std::min(4U,beepCount+1U); SoundEffect::PlaySFX(std::format("Beep {}",beepCount),pos); lastBeepTime=1.f; } if(IsActivated()&&automaticDetonationTime<=0.f)Detonate(); } } void ExplosiveTrap::ModifyOutgoingDamageData(HurtDamageInfo&data){ data.hurtFlags|=HurtFlag::PLAYER_ABILITY; } BulletDestroyState ExplosiveTrap::PlayerHit(Player*player){ fadeOutTime=0.5f; return BulletDestroyState::KEEP_ALIVE; } void ExplosiveTrap::Detonate(){ const HurtList list{game->Hurt(pos,"Trapper.Ability 3.Explosion Radius"_F/100.f*24,damage,OnUpperLevel(),GetZ(),HurtType::MONSTER,HurtFlag::PLAYER_ABILITY)}; for(const auto&[targetPtr,wasHit]:list){ if(wasHit){ std::get(targetPtr)->ApplyMark("Trapper.Ability 3.Explosion Mark Stack Time"_F,"Trapper.Ability 3.Explosion Mark Stack Increase"_I); if(explosionCount==1)std::get(targetPtr)->ProximityKnockback(pos,"Trapper.Ability 3.Explosion Knockback Amount"_F); else std::get(targetPtr)->ProximityKnockback(pos,20.f); if(explosionCount==1)std::get(targetPtr)->Knockup("Trapper.Ability 3.Explosion Knockup Amount"_F); else std::get(targetPtr)->Knockup(0.1f); } } std::unique_ptrexplodeEffect{std::make_unique(pos,ANIMATION_DATA["explosionframes.png"].GetTotalAnimationDuration()-0.2f,"explosionframes.png",OnUpperLevel(),scale*2.f,0.2f,vf2d{0,-6.f},WHITE,util::random(2*PI),0.f)}; explodeEffect->scaleSpd={0.125f,0.125f}; game->AddEffect(std::move(explodeEffect)); SoundEffect::PlaySFX("Explosion",pos); explosionCount--; if(explosionCount>0)rearmTime=0.6f; else{ fadeOutTime=0.5f; Deactivate(); lifetime=0.f; } } BulletDestroyState ExplosiveTrap::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){ for(int i:std::ranges::iota_view(0,"Trapper.Ability 3.Trap Mark Trigger Count"_I-1)){ monster.Hurt(0,monster.OnUpperLevel(),monster.GetZ(),HurtFlag::PLAYER_ABILITY);//Triggers mark multiple times after the first mark. } Detonate(); return BulletDestroyState::KEEP_ALIVE; }