#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 #pragma once #include #include "AttributableStat.h" enum BuffType{ STAT_UP, DAMAGE_REDUCTION, SLOWDOWN, BLOCK_SLOWDOWN, LOCKON_SPEEDBOOST, //Specifically used for wolves. SPEEDBOOST, BARRIER_DAMAGE_REDUCTION, //Creates a visual barrier around the target FIXED_COLLISION_DMG, //Does a fixed amount of collision damage based on intensity of this buff. COLLISION_KNOCKBACK_STRENGTH, //Causes an amount of knockback based on intensity when hit via collision with this buff SELF_INFLICTED_SLOWDOWN, //Used for monsters and can't be applied by any player abilities. ADRENALINE_RUSH, TRAPPER_MARK, OVER_TIME, ONE_OFF, OVER_TIME_DURING_CAST, GLOW_PURPLE, COLOR_MOD, DAMAGE_AMPLIFICATION, //Multiplies all incoming damage by this amount. }; enum class BuffRestorationType{ ONE_OFF, OVER_TIME, OVER_TIME_DURING_CAST, }; namespace BuffOverTimeType{ enum BuffOverTimeType{ HP_RESTORATION, HP_PCT_RESTORATION, MP_RESTORATION, MP_PCT_RESTORATION, HP_DAMAGE_OVER_TIME, HP_PCT_DAMAGE_OVER_TIME, }; }; class AiL; struct Buff{ using PlayerBuffExpireCallbackFunction=std::function; using MonsterBuffExpireCallbackFunction=std::functionattachedTarget,Buff&b)>; BuffType type; float duration=1; float timeBetweenTicks=1; float intensity=1; float nextTick=0; std::set attr; std::variant>attachedTarget; //Who has this buff. PlayerBuffExpireCallbackFunction playerBuffCallbackFunc=[](Player*p,Buff&b){}; MonsterBuffExpireCallbackFunction monsterBuffCallbackFunc=[](std::weak_ptrm,Buff&b){}; Buff(std::variant>attachedTarget,BuffType type,float duration,float intensity); Buff(std::variant>attachedTarget,BuffType type,float duration,float intensity,std::set attr); Buff(std::variant>attachedTarget,BuffType type,float duration,float intensity,std::set attr); Buff(std::variant>attachedTarget,BuffRestorationType type,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks); Buff(std::variant>attachedTarget,BuffRestorationType type,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,PlayerBuffExpireCallbackFunction expireCallbackFunc); Buff(std::variant>attachedTarget,BuffRestorationType type,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,MonsterBuffExpireCallbackFunction expireCallbackFunc); void Update(AiL*game,float fElapsedTime); private: bool enabled{true}; std::optionaloverTimeType; void BuffTick(AiL*game,float fElapsedTime); };