The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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173 lines
7.1 KiB
173 lines
7.1 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 "BulletTypes.h"
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#include "util.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 Witch::Initialize(){
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READFROMCONFIG(Witch,WITCH);
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Witch::idle_n="WITCH_IDLE_N";
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Witch::idle_e="WITCH_IDLE_E";
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Witch::idle_s="WITCH_IDLE_S";
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Witch::idle_w="WITCH_IDLE_W";
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Witch::walk_n="WITCH_WALK_N";
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Witch::walk_e="WITCH_WALK_E";
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Witch::walk_s="WITCH_WALK_S";
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Witch::walk_w="WITCH_WALK_W";
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}
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SETUP_CLASS(Witch)
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void Witch::OnUpdate(float fElapsedTime){
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if(attack_cooldown_timer>0){
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idle_n="WITCH_IDLE_ATTACK_N";
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idle_e="WITCH_IDLE_ATTACK_E";
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idle_s="WITCH_IDLE_ATTACK_S";
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idle_w="WITCH_IDLE_ATTACK_W";
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walk_n="WITCH_ATTACK_N";
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walk_e="WITCH_ATTACK_E";
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walk_s="WITCH_ATTACK_S";
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walk_w="WITCH_ATTACK_W";
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} else {
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idle_n="WITCH_IDLE_N";
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idle_e="WITCH_IDLE_E";
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idle_s="WITCH_IDLE_S";
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idle_w="WITCH_IDLE_W";
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walk_n="WITCH_WALK_N";
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walk_e="WITCH_WALK_E";
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walk_s="WITCH_WALK_S";
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walk_w="WITCH_WALK_W";
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}
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if(GetState()==State::CASTING){
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switch(GetFacingDirection()){
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case UP:{
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UpdateAnimation("WITCH_CAST_N",WIZARD|WITCH);
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}break;
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case DOWN:{
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UpdateAnimation("WITCH_CAST_S",WIZARD|WITCH);
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}break;
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case LEFT:{
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UpdateAnimation("WITCH_CAST_W",WIZARD|WITCH);
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}break;
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case RIGHT:{
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UpdateAnimation("WITCH_CAST_E",WIZARD|WITCH);
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}break;
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}
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}
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}
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bool Witch::AutoAttack(){
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attack_cooldown_timer=MAGIC_ATTACK_COOLDOWN-GetAttackRecoveryRateReduction();
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float angleToCursor=atan2(GetWorldAimingLocation().y-GetPos().y,GetWorldAimingLocation().x-GetPos().x);
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CreateBullet(PurpleEnergyBall)(GetPos(),"Witch.Auto Attack.Radius"_F/100*12,"Witch.Auto Attack.Homing Range"_F/100*24,int(GetAttack()*"Witch.Auto Attack.DamageMult"_F),upperLevel,{cos(angleToCursor)*"Witch.Auto Attack.Speed"_F,sin(angleToCursor)*"Witch.Auto Attack.Speed"_F},false,INFINITE,true)EndBullet;
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BULLET_LIST.back()->SetIsPlayerAutoAttackProjectile();
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SoundEffect::PlaySFX("Witch Attack",SoundEffect::CENTERED);
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return true;
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}
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void Witch::InitializeClassAbilities(){
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#pragma region Witch Right-click Ability (Transform)
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Witch::rightClickAbility.action=
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[](Player*p,vf2d pos={}){
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p->SetupAfterImage();
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p->afterImagePos=p->leapStartingPos=p->GetPos();
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geom2d::line<float>targetLine{p->GetPos(),p->GetWorldAimingLocation(Player::USE_WALK_DIR,Player::INVERTED)};
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const float LeapMaxRange{"Witch.Right Click Ability.Leap Velocity"_F*"Witch.Right Click Ability.Leap Max Range Time"_F};
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p->leapTimer=p->totalLeapTime=std::min("Witch.Right Click Ability.Leap Max Range Time"_F,util::lerp(0.f,"Witch.Right Click Ability.Leap Max Range Time"_F,targetLine.length()/(LeapMaxRange/100.f*24)));
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p->transformTargetDir=targetLine.vector().polar().y;
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p->SetAnimationBasedOnTargetingDirection("TRANSFORM",p->transformTargetDir);
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p->ApplyIframes("Witch.Right Click Ability.Leap Max Range Time"_F+0.1f);
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p->SetState(State::LEAP);
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SoundEffect::PlaySFX("Meow",p->GetPos());
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return true;
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};
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#pragma endregion
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#pragma region Witch Ability 1 (Curse of Pain)
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Witch::ability1.action=
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[](Player*p,vf2d pos={}){
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std::optional<std::weak_ptr<Monster>>curseTarget{Monster::GetNearestMonster(pos,"Witch.Ability 1.Casting Range"_F/100.f*24,p->OnUpperLevel(),p->GetZ())};
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if(curseTarget.has_value()&&!curseTarget.value().expired()){
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const float buffTimeBetweenTicks{"Witch.Ability 1.Curse Debuff"_f[1]};
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const float buffDamageMult{"Witch.Ability 1.Curse Debuff"_f[0]};
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const float buffDuration{"Witch.Ability 1.Curse Debuff"_f[2]};
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curseTarget.value().lock()->ApplyDot(buffDuration,p->GetAttack()*buffDamageMult,buffTimeBetweenTicks,
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[](std::weak_ptr<Monster>m,Buff&b){
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expireCallbackFunc:
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m.lock()->Hurt(game->GetPlayer()->GetAttack()*"Witch.Ability 1.Final Tick Damage"_F,m.lock()->OnUpperLevel(),m.lock()->GetZ(),HurtFlag::DOT);
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}
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);
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curseTarget.value().lock()->AddBuff(BuffType::GLOW_PURPLE,buffDuration,1.f);
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const vf2d targetPos{curseTarget.value().lock()->GetPos()};
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for(int i:std::ranges::iota_view(0,int(util::distance(p->GetPos(),targetPos)/8))){
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float drawDist{i*8.f};
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float fadeInTime{i*0.05f};
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float fadeOutTime{0.5f+i*0.05f};
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float effectSize{util::random(0.2f)};
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game->AddEffect(std::make_unique<Effect>(geom2d::line<float>(p->GetPos(),targetPos).rpoint(drawDist),0.f,"mark_trail.png",p->OnUpperLevel(),fadeInTime,fadeOutTime,vf2d{effectSize,effectSize},vf2d{},Pixel{100,0,155,uint8_t(util::random_range(0,120))},0.f,0.f),true);
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}
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SoundEffect::PlaySFX("Curse of Pain",curseTarget.value().lock()->GetPos());
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return true;
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}else return false;
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};
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#pragma endregion
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#pragma region Witch Ability 2 (Throw Poison)
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Witch::ability2.action=
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[](Player*p,vf2d pos={}){
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const float totalFallTime{util::lerp(0.f,0.3f,util::distance(p->GetPos(),pos)/("Witch.Ability 2.Casting Range"_F/100.f*24))};
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CreateBullet(PoisonBottle)(p->GetPos(),pos,"Witch.Ability 2.Casting Size"_F/100.f*24,12.f,totalFallTime,"Witch.Ability 2.Toss Max Z"_F,p->GetAttack()*"Witch.Ability 2.Damage Mult"_F,p->OnUpperLevel(),false,INFINITE,true,WHITE,vf2d{1.f,1.f},util::random(2*PI))EndBullet;
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return true;
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};
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#pragma endregion
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#pragma region Witch Ability 3 (???)
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Witch::ability3.action=
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[](Player*p,vf2d pos={}){
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return false;
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};
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#pragma endregion
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} |