The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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304 lines
12 KiB
304 lines
12 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 "olcUTIL_DataFile.h"
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#include "ItemEnchant.h"
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#include "DEFINES.h"
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#include "Class.h"
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#include <unordered_set>
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#include <algorithm>
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#include "util.h"
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#include "AdventuresInLestoria.h"
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#include <ranges>
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INCLUDE_game
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INCLUDE_DATA
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const Pixel ItemEnchantInfo::enchantAttributeCol{0x00DFE2};
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std::unordered_map<std::string,ItemEnchantInfo>ItemEnchantInfo::ENCHANT_LIST;
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std::unordered_map<ItemEnchantInfo::ItemEnchantCategory,ItemEnchantInfo::ItemEnchantCategoryData>ItemEnchantInfo::ENCHANT_CATEGORIES;
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const ItemEnchantInfo&operator ""_ENC(const char*key,std::size_t len){
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return ItemEnchantInfo::GetEnchant(std::string(key));
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}
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const float ItemEnchantInfo::operator[](const std::string& name)const{
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return config.at(name);
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}
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void ItemEnchantInfo::Initialize(){
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ENCHANT_LIST.clear();
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ENCHANT_CATEGORIES.clear();
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float minCategoryRollWeight{};
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float maxCategoryRollWeight{};
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for(const auto&[key,size]:DATA["Item Enchants"]){
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ItemEnchantCategory enchantCategory{};
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if(key=="General Enchants"){
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enchantCategory=ItemEnchantCategory::GENERAL;
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}else
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if(key=="Class Enchants"){
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enchantCategory=ItemEnchantCategory::CLASS;
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}else
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if(key=="Unique Enchants"){
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enchantCategory=ItemEnchantCategory::UNIQUE;
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}else ERR(std::format("WARNING! Enchant type {} is not supported! THIS SHOULD NOT BE HAPPENING! Please check ItemEnchants.txt",key));
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datafile&enchantData=DATA["Item Enchants"][key];
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ItemEnchantCategoryData categoryData;
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minCategoryRollWeight=maxCategoryRollWeight;
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maxCategoryRollWeight+=enchantData["Percent Chance"].GetReal();
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categoryData.displayCol=enchantData["Enchant Display Color"].GetPixel();
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categoryData.weightedRollRange={minCategoryRollWeight,maxCategoryRollWeight};
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ENCHANT_CATEGORIES.insert({enchantCategory,categoryData});
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for(const auto&[key,size]:enchantData){
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if(key=="Percent Chance"||key=="Enchant Display Color")continue;
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const auto MakeEnchant=[enchantCategory](const std::string_view keyName,datafile&enchant){
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ItemEnchantInfo newEnchant;
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newEnchant.category=enchantCategory;
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newEnchant.name=keyName;
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std::string enchantDescription{enchant["Description"].GetString()};
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using enum AbilitySlot;
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const std::unordered_map<std::string,AbilitySlot>affectSlots{
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{"Auto Attack",AUTO_ATTACK},
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{"Right Click Ability",RIGHT_CLICK},
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{"Ability 1",ABILITY_1},
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{"Ability 2",ABILITY_2},
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{"Ability 3",ABILITY_3},
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};
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if(enchant.HasProperty("Affects")){
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std::string affectStr{enchant["Affects"].GetString()};
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if(!affectSlots.count(affectStr))ERR(std::format("WARNING! Could not find translate ability affect slot name {} to a valid slot! Valid slot names are: \"Auto Attack, Right Click Ability, Ability 1, Ability 2, Ability 3\"",affectStr));
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newEnchant.abilitySlot=affectSlots.at(affectStr);
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}
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auto IsRequiredKey=[](const std::string_view key){return key=="Description"||key=="Affects"||key.starts_with("Stat Modifier[");};
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for(auto&[key,size]:enchant){
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if(IsRequiredKey(key))continue;
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const auto&result{newEnchant.config.insert({key,enchant[key].GetReal()})};
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const bool InsertFailed{!result.second};
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if(InsertFailed)ERR(std::format("WARNING! Enchant {} already had an extra property named {}. Duplicates not allowed!",keyName,key));
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}
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for(const auto&[configName,val]:newEnchant.config){
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const std::string wrappedConfigStr{util::vformat("{{{}}}",configName)};
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size_t configValInd{enchantDescription.find(wrappedConfigStr)};
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if(configValInd==std::string::npos)continue;
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std::string formattedFloat{std::format("{}{}#FFFFFF",ItemEnchantInfo::enchantAttributeCol.toHTMLColorCode(),val)};
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enchantDescription=enchantDescription.replace(configValInd,wrappedConfigStr.length(),formattedFloat);
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}
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size_t statModifierInd{};
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while(enchant.HasProperty(std::format("Stat Modifier[{}]",statModifierInd))){
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const datafile&stat{enchant[std::format("Stat Modifier[{}]",statModifierInd)]};
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newEnchant.minStatModifiers.A(stat.GetString(0))=stat.GetReal(1);
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newEnchant.maxStatModifiers.A(stat.GetString(0))=stat.GetReal(2);
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statModifierInd++;
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}
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newEnchant.description=enchantDescription;
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return newEnchant;
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};
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using enum ItemEnchantCategory;
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if(enchantCategory==CLASS){
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Class itemEnchantClass{classutils::StringToClass(key)};
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datafile&classEnchantData{enchantData[key]};
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for(const auto&[key,size]:classEnchantData){
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ItemEnchantInfo newEnchant{MakeEnchant(key,classEnchantData[key])};
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newEnchant.abilityClass=itemEnchantClass;
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const auto&result{ENCHANT_LIST.insert({key,newEnchant})};
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const bool InsertFailed{!result.second};
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if(InsertFailed)ERR(std::format("WARNING! Enchant {} already existed in Enchant List! Duplicates are not allowed!",key));
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}
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}else{
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ItemEnchantInfo newEnchant{MakeEnchant(key,enchantData[key])};
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const auto&result{ENCHANT_LIST.insert({key,newEnchant})};
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const bool InsertFailed{!result.second};
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if(InsertFailed)ERR(std::format("WARNING! Enchant {} already existed in Enchantment List! Duplicates are not allowed!",key));
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}
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}
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}
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}
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ItemEnchant::ItemEnchant(const std::string_view enchantName)
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:enchantName(std::string(enchantName)),description(ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).Description()){
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for(const auto&[attr,val]:ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).minStatModifiers){
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float minVal=ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).minStatModifiers.A_Read(attr);
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float maxVal=ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).maxStatModifiers.A_Read(attr);
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if(minVal==maxVal)SetAttribute(attr.ActualName(),minVal);
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else{
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const auto&randRange{std::ranges::iota_view(int(minVal),int(maxVal+1))};
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SetAttribute(attr.ActualName(),randRange[util::random()%randRange.size()]);
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}
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}
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}
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const ItemEnchantInfo&ItemEnchantInfo::GetEnchant(const std::string_view enchantName){
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return ENCHANT_LIST.at(std::string(enchantName));
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}
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const std::string ItemEnchantInfo::Name(TextStyle style)const{
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using enum TextStyle;
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switch(style){
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case NORMAL:{
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return name;
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}break;
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case COLOR_CODES:{
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return ENCHANT_CATEGORIES.at(category).displayCol.toHTMLColorCode()+name;
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}break;
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}
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return{};
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}
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const std::string_view ItemEnchantInfo::Description()const{
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return description;
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}
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const float ItemEnchantInfo::GetConfigValue(const std::string_view keyName)const{
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return config.at(std::string(keyName));
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}
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const std::optional<Class>&ItemEnchantInfo::GetClass()const{
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return abilityClass;
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}
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const ItemEnchantInfo::ItemEnchantCategory&ItemEnchantInfo::Category()const{
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return category;
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}
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const ItemEnchantInfo&ItemEnchant::GetEnchantInfo()const{
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return ItemEnchantInfo::ENCHANT_LIST.at(enchantName);
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}
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const std::string ItemEnchant::Name(ItemEnchantInfo::TextStyle style)const{
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return GetEnchantInfo().Name(style);
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}
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const std::string_view ItemEnchant::Description()const{
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return description;
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}
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const ItemEnchantInfo::ItemEnchantCategory&ItemEnchant::Category()const{
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return GetEnchantInfo().Category();
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}
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const std::optional<ItemEnchantInfo::AbilitySlot>&ItemEnchant::AbilitySlot()const{
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return GetEnchantInfo().abilitySlot;
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}
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const std::unordered_map<std::string,ItemEnchantInfo>&ItemEnchantInfo::GetEnchants(){
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return ENCHANT_LIST;
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}
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const std::string ItemEnchant::RollRandomEnchant(){
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std::vector<ItemEnchantInfo>filteredEnchants;
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std::for_each(ItemEnchantInfo::GetEnchants().begin(),ItemEnchantInfo::GetEnchants().end(),[&filteredEnchants](const std::pair<std::string,ItemEnchantInfo>&data){
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using enum ItemEnchantInfo::ItemEnchantCategory;
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const ItemEnchantInfo&enchant=data.second;
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const auto enchantAvailableForCurrentClass=enchant.Category()!=CLASS||enchant.GetClass().has_value()&&enchant.GetClass().value()==game->GetPlayer()->GetClass();
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if(enchantAvailableForCurrentClass){
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filteredEnchants.emplace_back(enchant);
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}
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});
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return filteredEnchants[util::random()%filteredEnchants.size()].Name();
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}
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void ItemEnchant::UpdateDescription(){
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description=ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).Description();
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for(const auto&[attr,val]:ItemEnchantInfo::ENCHANT_LIST.at(this->enchantName).minStatModifiers){
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const std::string wrappedConfigStr{util::vformat("{{{}}}",attr.ActualName())};
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size_t configValInd{description.find(wrappedConfigStr)};
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if(configValInd==std::string::npos)continue;
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std::string formattedFloat{std::format("{}{}#FFFFFF",ItemEnchantInfo::enchantAttributeCol.toHTMLColorCode(),GetAttribute(attr.ActualName()))};
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description=description.replace(configValInd,wrappedConfigStr.length(),formattedFloat);
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}
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}
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void ItemEnchant::SetAttribute(const std::string_view attr,const float val){
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stats.A(attr)=val;
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UpdateDescription();
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}
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const float&ItemEnchant::GetAttribute(const std::string_view attr)const{
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return stats.A_Read(attr);
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}
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std::map<ItemAttribute,float>::const_iterator ItemEnchant::begin()const{
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return stats.begin();
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}
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std::map<ItemAttribute,float>::const_iterator ItemEnchant::end()const{
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return stats.end();
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}
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const Pixel&ItemEnchant::DisplayCol()const{
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return ItemEnchantInfo::GetEnchant(Name()).enchantAttributeCol;
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}
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const std::optional<ItemEnchantInfo::AbilitySlot>&ItemEnchantInfo::GetAbilitySlot()const{
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return abilitySlot;
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}
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const std::optional<Ability*>ItemEnchantInfo::GetAbility()const{
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if(!GetAbilitySlot()||!GetClass())return {};
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#pragma region Generate Abilities for all classes
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#define GENERATE_ABILITY_LIST_FOR_CLASS(class,staticClass) \
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{class,{std::optional<Ability*>{},&staticClass::rightClickAbility,&staticClass::ability1,&staticClass::ability2,&staticClass::ability3}},
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#define END_ABILITY_LIST };
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std::unordered_map<Class,std::array<std::optional<Ability*>,5>>enchantAbilitiesList{
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GENERATE_ABILITY_LIST_FOR_CLASS(WARRIOR,Warrior)
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GENERATE_ABILITY_LIST_FOR_CLASS(RANGER,Ranger)
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GENERATE_ABILITY_LIST_FOR_CLASS(WIZARD,Wizard)
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GENERATE_ABILITY_LIST_FOR_CLASS(THIEF,Thief)
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GENERATE_ABILITY_LIST_FOR_CLASS(TRAPPER,Trapper)
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GENERATE_ABILITY_LIST_FOR_CLASS(WITCH,Witch)
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END_ABILITY_LIST;
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#pragma endregion
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return enchantAbilitiesList[*GetClass()][int(*GetAbilitySlot())];
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}
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const std::optional<std::reference_wrapper<Ability>>ItemEnchant::Ability()const{
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if(GetEnchantInfo().GetAbility())return **GetEnchantInfo().GetAbility();
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return {};
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} |