The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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102 lines
5.2 KiB
102 lines
5.2 KiB
#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 "AdventuresInLestoria.h"
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#include "BulletTypes.h"
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INCLUDE_ITEM_SCRIPTS
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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void ItemInfo::InitializeScripts(){
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ITEM_SCRIPTS["Restore"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){
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for(const auto&[propName,buffType]:NameToBuffType){
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int restoreAmt=props.GetInt(propName);
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game->GetPlayer()->AddBuff(BuffRestorationType::ONE_OFF,NameToBuffType.at(propName),0.01f,float(restoreAmt),0.0f);
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if(restoreAmt>0&&props.PropCount(propName)==3){
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game->GetPlayer()->AddBuff(BuffRestorationType::OVER_TIME,NameToBuffType.at(propName),props.GetFloat(propName,2),float(restoreAmt),props.GetFloat(propName,1));
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}
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}
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return true;
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};
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for(auto&[key,value]:ItemAttribute::attributes){
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if(!DATA.GetProperty("ItemScript.Buff").HasProperty(key)){
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ERR("WARNING! Buff Item Script does not support Buff "<<std::quoted(value.Name())<<"!");
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}
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}
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ITEM_SCRIPTS["Buff"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){
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for(auto&[key,value]:ItemAttribute::attributes){
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float intensity=props.GetFloat(key,0);
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if(intensity==0.f)continue;
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if(ItemAttribute::Get(key).DisplayAsPercent())intensity/=100;
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game->GetPlayer()->AddBuff(BuffType::STAT_UP,props.GetFloat(key,1),intensity,{ItemAttribute::Get(key)});
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}
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return true;
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};
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ITEM_SCRIPTS["RestoreDuringCast"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){
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for(const auto&[propName,buffType]:NameToBuffType){
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int restoreAmt=props.GetInt(propName);
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game->GetPlayer()->AddBuff(BuffRestorationType::ONE_OFF,NameToBuffType.at(propName),0.01f,float(restoreAmt),0.0f);
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if(restoreAmt>0&&props.PropCount(propName)==3){
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game->GetPlayer()->AddBuff(BuffRestorationType::OVER_TIME_DURING_CAST,NameToBuffType.at(propName),props.GetFloat(propName,2),float(restoreAmt),props.GetFloat(propName,1));
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}
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}
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return true;
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};
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ITEM_SCRIPTS["Projectile"]=[](AiL*game,std::optional<vf2d>targetingPos,ItemProps props){
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const int projectileDamage{props.GetInt("Base Damage")+int(game->GetPlayer()->GetAttack()*props.GetFloat("Player Damage Mult"))};
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std::optional<LingeringEffect>lingeringEffect{};
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if(props.GetFloat("Linger Time")>0.f){
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const int damage{props.GetInt("Tick Base Damage")+int(props.GetFloat("Tick Player Damage Mult")*game->GetPlayer()->GetAttack())};
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lingeringEffect.emplace(vf2d{},props.GetString("Lingering Effect"),props.GetString("Lingering Sound"),props.GetFloat("Linger Radius")/100.f*24,damage,props.GetFloat("Tick Rate"),HurtType::MONSTER,props.GetFloat("Linger Time"),5.f,game->GetPlayer()->OnUpperLevel(),1.f,vf2d{},DARK_RED,util::random(2*PI),0.f,false,0.2f,
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[](const Effect&self){
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return Effect{self.pos,0.5f,"fire_ring.png",self.OnUpperLevel(),util::random_range(0.7f,1.f),0.1f,{},PixelLerp(Pixel(0xF7B752),Pixel(0xE74F30),util::random(1.f)),util::random(2*PI),0.f,true};
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});
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}
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CreateBullet(ThrownProjectile)(game->GetPlayer()->GetPos(),targetingPos.value(),props.GetString("Image"),props.GetFloat("Cast Size")/100.f*24,game->GetPlayer()->GetZ(),0.3f,8.f,projectileDamage,game->GetPlayer()->OnUpperLevel(),false,INFINITE,true,WHITE,props.GetFloat("Cast Size")/100.f*vf2d{1.f,1.f},0.f,
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Effect{vf2d{},ANIMATION_DATA.at("explosionframes.png").GetTotalAnimationDuration(),"explosionframes.png",game->GetPlayer()->OnUpperLevel(),props.GetFloat("Cast Size")/100.f*vf2d{1.f,1.f}},props.GetString("Explode Sound Effect"),lingeringEffect)EndBullet;
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return true;
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};
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ITEM_SCRIPTS.SetInitialized();
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LOG(ITEM_SCRIPTS.size()<<" item scripts have been loaded.");
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} |