The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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76 lines
3.6 KiB
76 lines
3.6 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 "BulletTypes.h"
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#include "AdventuresInLestoria.h"
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INCLUDE_ANIMATION_DATA
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INCLUDE_game
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BearTrap::BearTrap(vf2d pos,float radius,int damage,float fadeinTime,float fadeoutTime,bool upperLevel,bool hitsMultiple,float lifetime,bool friendly,Pixel col,vf2d scale)
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:Bullet(pos,{},radius,damage,"Ability Icons/bear_trap.png",upperLevel,hitsMultiple,lifetime,false,friendly,col,scale,0.f,"Trap Hit"){
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fadeInTime=fadeinTime;
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animation.AddState("bear_trap.png",ANIMATION_DATA["bear_trap.png"]);
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if(!friendly)ERR("WARNING! Trying to use unimplemented enemy version of the Bear Trap Bullet!");
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}
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void BearTrap::ModifyOutgoingDamageData(HurtDamageInfo&data){
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data.hurtFlags|=HurtFlag::PLAYER_ABILITY;
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}
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BulletDestroyState BearTrap::PlayerHit(Player*player){
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fadeOutTime=0.5f;
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animation.ChangeState(internal_animState,"bear_trap.png");
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return BulletDestroyState::KEEP_ALIVE;
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}
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BulletDestroyState BearTrap::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
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fadeOutTime=0.5f;
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animation.ChangeState(internal_animState,"bear_trap.png");
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const float bleedDamage{"Trapper.Ability 2.Marked Target Bleed"_f[0]/100.f*game->GetPlayer()->GetAttack()};
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const float bleedDuration{"Trapper.Ability 2.Marked Target Bleed"_f[1]};
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const float timeBetweenTicks{"Trapper.Ability 2.Marked Target Bleed"_f[2]};
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if(markStacksBeforeHit>0){
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const uint8_t resetStackCount{uint8_t("Trapper.Ability 2.Marked Target Stack Count Reset"_I)+1U}; //Add an additional stack because we know the target hit is about to lose one stack.
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const uint8_t numberOfStacksToReplenish{uint8_t(resetStackCount-monster.GetMarkStacks())};
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monster.ApplyMark("Trapper.Ability 2.Marked Target Reset Time"_F,numberOfStacksToReplenish);
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monster.AddBuff(BuffRestorationType::OVER_TIME,BuffOverTimeType::HP_DAMAGE_OVER_TIME,bleedDuration,bleedDamage,timeBetweenTicks);
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}
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return BulletDestroyState::KEEP_ALIVE;
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} |