The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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123 lines
4.2 KiB
123 lines
4.2 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 "safemap.h"
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#include <variant>
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#include <optional>
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using namespace std::string_view_literals;
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#define A(attr) get(attr)
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#define A_Read(attr) get_readOnly(attr)
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class Player;
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class Monster;
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class ItemAttribute{
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friend class AiL;
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std::string name;
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std::string originalName;
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bool isPct;
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bool showDecimal=false;
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std::string modifies="";
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std::optional<std::variant<Player*,Monster*>>target;
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public:
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inline static safemap<std::string,ItemAttribute>attributes;
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ItemAttribute(std::string_view originalName,std::string_view name,bool isPct,bool showDecimal,std::string_view modifies=""sv);
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static ItemAttribute&Get(const std::string_view name,const std::optional<std::variant<Player*,Monster*>>target={});
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const std::string_view Name()const;
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const std::string_view ActualName()const;
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const std::string_view Modifies()const;
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const bool DisplayAsPercent()const;
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const bool ShowAsDecimal()const;
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const bool operator<(const ItemAttribute&rhs)const; //WARNING! Implemented for map sorting!!!
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friend float&operator+=(float&lhs,const ItemAttribute&rhs);
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friend float&operator-=(float&lhs,const ItemAttribute&rhs);
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const bool operator==(const ItemAttribute&rhs)const;
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friend float operator+(const float&lhs,const ItemAttribute&rhs);
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static void Initialize();
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};
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struct Stats;
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class ItemAttributable{
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friend class ItemInfo;
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friend class EntityStats;
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protected:
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std::map<ItemAttribute,float>attributes;
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public:
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ItemAttributable&operator+=(ItemAttributable&rhs);
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ItemAttributable&operator+=(Stats&rhs);
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//Returns a copy of all the attributes to be passed to a new instance easily / to sync values between both.
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inline void copyTo(ItemAttributable&target)const{
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target.attributes=attributes;
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}
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inline float&get(std::string_view a){
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return get(ItemAttribute::Get(a));
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}
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inline float&get(const ItemAttribute&a){
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return attributes[a];
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}
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inline const float&get_readOnly(std::string_view a)const{
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return get_readOnly(ItemAttribute::Get(a));
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}
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inline const float&get_readOnly(const ItemAttribute&a)const{
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static float DEFAULT=0;
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if(attributes.count(a)){
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return attributes.at(a);
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}
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return DEFAULT;
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}
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inline auto count(std::string_view key)const{
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return attributes.count(ItemAttribute::Get(key));
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}
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inline auto begin()const{
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return attributes.begin();
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}
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inline auto end()const{
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return attributes.end();
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}
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inline auto size()const{
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return attributes.size();
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}
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inline void clear(){
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attributes.clear();
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}
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};
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