The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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119 lines
6.1 KiB
119 lines
6.1 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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#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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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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ADRENALINE_RUSH, //Intensity indicates the stack count (used by the Bloodlust enchant) this buff gives which in turn increases attack.
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TRAPPER_MARK,
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SPECIAL_MARK, //The mark applied by the Opportunity Shot.
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OVER_TIME,
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ONE_OFF, //This is used as a hack fix for the RestoreDuringCast Item script since they require us to restore 1 tick immediately. Over time buffs do not apply a tick immediately.
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OVER_TIME_DURING_CAST,
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GLOW_PURPLE,
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COLOR_MOD,
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DAMAGE_AMPLIFICATION, //Multiplies all incoming damage by this amount.
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LETHAL_TEMPO,
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BURNING_ARROW_BURN,
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SWORD_ENCHANTMENT,
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CURSE_OF_PAIN,
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CURSE_OF_DEATH,
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};
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enum class BuffRestorationType{
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ONE_OFF, //This is used as a hack fix for the RestoreDuringCast Item script since they require us to restore 1 tick immediately. Over time buffs do not apply a tick immediately.
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OVER_TIME,
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OVER_TIME_DURING_CAST,
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};
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namespace BuffOverTimeType{
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enum BuffOverTimeType{
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HP_RESTORATION,
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HP_PCT_RESTORATION,
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MP_RESTORATION,
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MP_PCT_RESTORATION,
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HP_DAMAGE_OVER_TIME,
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HP_PCT_DAMAGE_OVER_TIME,
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};
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};
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class AiL;
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struct Buff{
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using PlayerBuffExpireCallbackFunction=std::function<void(Player*attachedTarget,Buff&b)>;
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using MonsterBuffExpireCallbackFunction=std::function<void(std::weak_ptr<Monster>attachedTarget,Buff&b)>;
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BuffType type;
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BuffRestorationType restorationType;
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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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float lifetime{};
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std::set<ItemAttribute> attr;
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std::variant<Player*,std::weak_ptr<Monster>>attachedTarget; //Who has this buff.
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PlayerBuffExpireCallbackFunction playerBuffCallbackFunc=[](Player*p,Buff&b){};
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MonsterBuffExpireCallbackFunction monsterBuffCallbackFunc=[](std::weak_ptr<Monster>m,Buff&b){};
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float originalDuration{};
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Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,float duration,float intensity);
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Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,float duration,float intensity,std::set<ItemAttribute> attr);
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Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,float duration,float intensity,std::set<std::string> attr);
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Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks);
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Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,PlayerBuffExpireCallbackFunction expireCallbackFunc);
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Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,MonsterBuffExpireCallbackFunction expireCallbackFunc);
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Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks);
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Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,PlayerBuffExpireCallbackFunction expireCallbackFunc);
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Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,MonsterBuffExpireCallbackFunction expireCallbackFunc);
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void Update(AiL*game,float fElapsedTime);
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private:
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bool waitOneTick{true};
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bool enabled{true}; //This is only turned off because the ONE_OFF effect. See BuffType::ONE_OFF for more details.
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std::optional<BuffOverTimeType::BuffOverTimeType>overTimeType;
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void BuffTick(AiL*game,float fElapsedTime);
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}; |