The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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92 lines
4.0 KiB
92 lines
4.0 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 "Monster.h"
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#include "AdventuresInLestoria.h"
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#include "MonsterStrategyHelpers.h"
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#include "util.h"
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#include "Menu.h"
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#include "Unlock.h"
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#include "RowInventoryScrollableWindowComponent.h"
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#include "InventoryCreator.h"
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#include "Tutorial.h"
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using A=Attribute;
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INCLUDE_game
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INCLUDE_DATA
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void Monster::STRATEGY::NPC(Monster&m,float fElapsedTime,std::string strategy){
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if(m.phase==0){ //Initialization.
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if(m.npcData.function.length()>0){
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m.SetStrategyDrawOverlayFunction([](AiL*game,Monster&m,const std::string&strategy){
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vf2d nameTextSize=game->GetTextSizeProp(m.GetName());
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uint8_t alpha=uint8_t(util::lerp(0.f,255.f,m.F(A::TARGET_TIMER)/ConfigFloat("Interaction Display Ease in Timer")));
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game->view.DrawShadowStringPropDecal(m.GetPos()-vf2d{0,12}-nameTextSize/2.f,m.GetName(),{255,255,0},{0,0,0});
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game->KEY_CONFIRM.DrawPrimaryInput(&game->view,m.GetPos()+vf2d{ConfigFloatArr("Interaction Display Offset",0),ConfigFloatArr("Interaction Display Offset",1)},"Interact",alpha);
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});
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}
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m.phase=1;
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}
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float distFromPlayer=geom2d::line<float>(m.GetPos(),game->GetPlayer()->GetPos()).length();
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if(distFromPlayer<ConfigFloat("Interaction Distance")/100.f*24.f){
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m.F(A::TARGET_TIMER)=std::min(m.F(A::TARGET_TIMER)+fElapsedTime,ConfigFloat("Interaction Display Ease in Timer"));
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if(game->KEY_CONFIRM.Released()&&Menu::stack.size()==0){
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if(m.npcData.function=="Blacksmith"){
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Tutorial::CompleteTask(TutorialTaskName::BLACKSMITH);
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Menu::OpenMenu(MenuType::BLACKSMITH);
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//First reset all items displayed in the blacksmith's shop (showing only our equipment.)
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Inventory::UpdateBlacksmithInventoryLists();
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}else
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if(m.npcData.function=="PotionCrafting"){
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Menu::OpenMenu(MenuType::SHERMAN);
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bool locked=!Unlock::IsUnlocked("NPCs.Sherman.Potion Crafting Unlock Condition"_S);
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std::string craftingButtonLabel="Consumable Crafting";
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if(locked)craftingButtonLabel="???";
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Component<MenuComponent>(SHERMAN,"Consumable Crafting Button")->SetGrayedOut(locked);
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Component<MenuComponent>(SHERMAN,"Consumable Crafting Button")->SetLabel(craftingButtonLabel);
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}else
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if(m.npcData.function=="TravelingMerchant"){
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Menu::OpenMenu(MenuType::MERCHANT);
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}
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}
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}else{
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m.F(A::TARGET_TIMER)=std::max(0.f,m.F(A::TARGET_TIMER)-fElapsedTime);
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}
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} |