The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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195 lines
8.6 KiB
195 lines
8.6 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 "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 "BulletTypes.h"
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#include <ranges>
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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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Thief::ability4={};
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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::shared_ptr<Monster>&m:MONSTER_LIST){
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if(m->IsAlive()&&
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geom2d::overlaps(geom2d::circle<float>(GetPos(),GetAttackRange()/100.f*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("SWINGSWORD",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("SWINGSWORD",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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const float originalRollIntensity{"Thief.Right Click Ability.Movespeed Buff"_f[0]/100.f};
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float rollIntensity{originalRollIntensity};
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if(p->HasEnchant("Tumble"))rollIntensity+=originalRollIntensity*("Tumble"_ENC["BOOST PERCENTAGE"]/100.f);
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p->AddBuff(BuffType::SPEEDBOOST,"Thief.Right Click Ability.Movespeed Buff"_f[1],rollIntensity);
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geom2d::line mouseDir{p->GetPos(),p->GetWorldAimingLocation(Player::USE_WALK_DIR,Player::INVERTED)};
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const float originalRollRange{"Thief.Right Click Ability.Max Roll Range"_F/100};
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float rollRange{originalRollRange};
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if(p->HasEnchant("Tumble"))rollRange+=originalRollRange*("Tumble"_ENC["BOOST PERCENTAGE"]/100.f);
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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*rollRange))/-"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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const float originalIframeTime{"Thief.Right Click Ability.Iframe Time"_F};
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float iframeTime{originalIframeTime};
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if(p->HasEnchant("Tumble"))iframeTime+=originalIframeTime*"Tumble"_ENC["BOOST PERCENTAGE"]/100.f;
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p->ApplyIframes(iframeTime);
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p->footstepTimer=0.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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p->daggerThrowWaitTimer="Thief.Ability 1.Dagger Throw Delay"_F;
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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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p->SetAnimationBasedOnTargetingDirection("IDLE",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 (Deadly Dash)
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Thief::ability2.action=
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[](Player*p,vf2d pos={}){
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game->AddEffect(std::make_unique<ShineEffect>(p->GetPos()+vf2d{4.f,4.f},0.5f,0.5f,"shine.png",1.5f,vf2d{},WHITE,util::random(2*PI),PI/2,true));
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p->ApplyIframes("Thief.Ability 2.Initial Wait"_F+"Thief.Ability 2.Ending Wait"_F+"Thief.Ability 2.Completed Dash Extra Iframe Time"_F);
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SoundEffect::PlaySFX("Charge Up",p->GetPos());
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p->SetState(State::DEADLYDASH);
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p->deadlyDashWaitTimer="Thief.Ability 2.Initial Wait"_F;
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p->deadlyDashAfterDashTimer=p->deadlyDashWaitTimer+"Thief.Ability 2.Ending Wait"_F;
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game->SetWorldZoom(1.1f);
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SoundEffect::PlaySFX("Ranger Retreat",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 3 (Adrenaline Rush)
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Thief::ability3.action=
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[](Player*p,vf2d pos={}){
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SoundEffect::PlaySFX("Adrenaline Rush",SoundEffect::CENTERED);
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float adrenalineRushDuration{"Thief.Ability 3.Duration"_F};
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if(p->HasEnchant("Adrenaline Stim"))adrenalineRushDuration="Adrenaline Stim"_ENC["NEW ADRENALINE RUSH DURATION"];
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p->AddBuff(BuffType::ADRENALINE_RUSH,adrenalineRushDuration,0.f);
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p->AddTimer(TimerType::ADRENALINE_STIM,Timer{"Adrenaline Stim Extra Sound Timer",0.3f,[](){SoundEffect::PlaySFX("Adrenaline Rush High Pitch",SoundEffect::CENTERED);},Timer::MANUAL});
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int healthCost{};
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if(p->HasEnchant("Adrenaline Stim"))healthCost=p->GetMaxHealth()*("Adrenaline Stim"_ENC["HEALTH PCT COST"]/100.f);
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if(healthCost>0){
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if(p->GetHealth()<healthCost)healthCost=p->GetHealth()-1;
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p->Hurt(healthCost,p->OnUpperLevel(),p->GetZ(),TrueDamageFlag::IGNORE_DAMAGE_RULES,HurtFlag::PLAYER_ABILITY);
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}
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for(int i:std::ranges::iota_view(0,50)){
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float size{util::random_range(0.4f,0.8f)};
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game->AddEffect(std::make_unique<Effect>(p->GetPos()+vf2d{8,util::random(2*PI)}.cart(),util::random_range(0.1f,0.4f),"circle.png",p->OnUpperLevel(),vf2d{size,size},0.3f,vf2d{util::random_range(-6.f,6.f),util::random_range(-8.f,-1.f)},PixelLerp(WHITE,GREEN,util::random(1))));
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}
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return true;
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};
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#pragma endregion
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} |