The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
80 lines
3.7 KiB
80 lines
3.7 KiB
#pragma region License
|
|
/*
|
|
License (OLC-3)
|
|
~~~~~~~~~~~~~~~
|
|
|
|
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
|
|
|
|
Redistribution and use in source and binary forms, with or without modification,
|
|
are permitted provided that the following conditions are met:
|
|
|
|
1. Redistributions or derivations of source code must retain the above copyright
|
|
notice, this list of conditions and the following disclaimer.
|
|
|
|
2. Redistributions or derivative works in binary form must reproduce the above
|
|
copyright notice. This list of conditions and the following disclaimer must be
|
|
reproduced in the documentation and/or other materials provided with the distribution.
|
|
|
|
3. Neither the name of the copyright holder nor the names of its contributors may
|
|
be used to endorse or promote products derived from this software without specific
|
|
prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
|
|
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
|
|
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
|
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
|
|
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
|
SUCH DAMAGE.
|
|
|
|
Portions of this software are copyright © 2024 The FreeType
|
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
|
All rights reserved.
|
|
*/
|
|
#pragma endregion
|
|
|
|
#include "BulletTypes.h"
|
|
#include "AdventuresInLestoria.h"
|
|
|
|
INCLUDE_ANIMATION_DATA
|
|
INCLUDE_game
|
|
|
|
BearTrap::BearTrap(vf2d pos,float radius,int damage,float fadeinTime,float fadeoutTime,bool upperLevel,bool hitsMultiple,float lifetime,bool friendly,Pixel col,vf2d scale)
|
|
:Bullet(pos,{},radius,damage,"Ability Icons/bear_trap.png",upperLevel,hitsMultiple,lifetime,false,friendly,col,scale,0.f,"Trap Hit"){
|
|
fadeInTime=fadeinTime;
|
|
animation.AddState("bear_trap.png",ANIMATION_DATA["bear_trap.png"]);
|
|
if(!friendly)ERR("WARNING! Trying to use unimplemented enemy version of the Bear Trap Bullet!");
|
|
}
|
|
void BearTrap::ModifyOutgoingDamageData(HurtDamageInfo&data){
|
|
data.hurtFlags|=HurtFlag::PLAYER_ABILITY;
|
|
}
|
|
|
|
BulletDestroyState BearTrap::PlayerHit(Player*player){
|
|
fadeOutTime=0.5f;
|
|
animation.ChangeState(internal_animState,"bear_trap.png");
|
|
return BulletDestroyState::KEEP_ALIVE;
|
|
}
|
|
|
|
BulletDestroyState BearTrap::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
|
|
fadeOutTime=0.5f;
|
|
animation.ChangeState(internal_animState,"bear_trap.png");
|
|
|
|
const float bleedDamage{"Trapper.Ability 2.Marked Target Bleed"_f[0]/100.f*game->GetPlayer()->GetAttack()};
|
|
const float bleedDuration{"Trapper.Ability 2.Marked Target Bleed"_f[1]};
|
|
const float timeBetweenTicks{"Trapper.Ability 2.Marked Target Bleed"_f[2]};
|
|
|
|
if(markStacksBeforeHit>0){
|
|
const uint8_t resetStackCount{uint8_t("Trapper.Ability 2.Marked Target Stack Count Reset"_I+1U)}; //Add an additional stack because we know the target hit is about to lose one stack.
|
|
const uint8_t numberOfStacksToReplenish{uint8_t(resetStackCount-monster.GetMarkStacks())};
|
|
monster.ApplyMark("Trapper.Ability 2.Marked Target Reset Time"_F,numberOfStacksToReplenish);
|
|
monster.ApplyDot(bleedDuration,bleedDamage,timeBetweenTicks);
|
|
}
|
|
|
|
monster.AddBuff(BuffType::SLOWDOWN,"Trapper.Ability 2.Slowdown Time"_F,"Trapper.Ability 2.Slowdown Amount"_F/100.f);
|
|
monster.Knockup("Trapper.Ability 2.Knockup Amount"_F);
|
|
|
|
return BulletDestroyState::KEEP_ALIVE;
|
|
} |