The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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79 lines
3.3 KiB
79 lines
3.3 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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#pragma once
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#include <set>
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#include "AttributableStat.h"
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enum BuffType{
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STAT_UP,
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DAMAGE_REDUCTION,
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SLOWDOWN,
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BLOCK_SLOWDOWN,
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RESTORATION,
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RESTORATION_DURING_CAST,
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LOCKON_SPEEDBOOST, //Specifically used for wolves.
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SPEEDBOOST,
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BARRIER_DAMAGE_REDUCTION, //Creates a visual barrier around the target
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FIXED_COLLISION_DMG, //Does a fixed amount of collision damage based on intensity of this buff.
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COLLISION_KNOCKBACK_STRENGTH, //Causes an amount of knockback based on intensity when hit via collision with this buff
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SELF_INFLICTED_SLOWDOWN, //Used for monsters and can't be applied by any player abilities.
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};
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class AiL;
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struct Buff{
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BuffType type;
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float duration=1;
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float timeBetweenTicks=1;
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float intensity=1;
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float nextTick=0;
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std::set<ItemAttribute> attr;
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std::function<void(AiL*,int)>repeatAction;
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inline Buff(BuffType type,float duration,float intensity)
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:type(type),duration(duration),intensity(intensity){}
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inline Buff(BuffType type,float duration,float intensity,std::set<ItemAttribute> attr)
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:type(type),duration(duration),intensity(intensity),attr(attr){}
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inline Buff(BuffType type,float duration,float intensity,std::set<std::string> attr)
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:type(type),duration(duration),intensity(intensity){
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for(const std::string&s:attr){
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this->attr.insert(ItemAttribute::attributes.at(s));
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}
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}
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inline Buff(BuffType type,float duration,float intensity,float timeBetweenTicks,std::function<void(AiL*,int)>repeatAction)
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:type(type),duration(duration),intensity(intensity),nextTick(duration-timeBetweenTicks),timeBetweenTicks(timeBetweenTicks),repeatAction(repeatAction){}
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}; |