The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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120 lines
5.1 KiB
120 lines
5.1 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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#include "BulletTypes.h"
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#include "AdventuresInLestoria.h"
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#include <ranges>
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#include "config.h"
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#include "util.h"
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#include "SoundEffect.h"
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INCLUDE_ANIMATION_DATA
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INCLUDE_game
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ExplosiveTrap::ExplosiveTrap(vf2d pos,float radius,float explosionRadius,float automaticDetonationTime,int damage,float fadeinTime,float fadeoutTime,float activationWaitTime,bool upperLevel,bool hitsMultiple,float lifetime,bool friendly,Pixel col,vf2d scale)
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:activationWaitTime(activationWaitTime),automaticDetonationTime(automaticDetonationTime),activationRadius(radius),explosionRadius(explosionRadius),Bullet(pos,{},0.f,damage,"Ability Icons/explosive_trap.png",upperLevel,hitsMultiple,lifetime,false,friendly,col,scale,0.f,"Trap Hit"){
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fadeInTime=fadeinTime;
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animation.AddState("explosive_trap.png",ANIMATION_DATA["explosive_trap.png"]);
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if(!friendly)ERR("WARNING! Trying to use unimplemented enemy version of the Explosive Trap Bullet!");
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}
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void ExplosiveTrap::Update(float fElapsedTime){
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const bool trapActivated{radius==activationRadius};
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if(IsDeactivated())return;
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if(!trapActivated){
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activationWaitTime-=fElapsedTime;
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if(activationWaitTime<=0.f){
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radius=activationRadius;
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animation.ChangeState(internal_animState,"explosive_trap.png");
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beepCount=std::min(4U,beepCount+1U);
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SoundEffect::PlaySFX(std::format("Beep {}",beepCount),pos);
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lastBeepTime=1.f;
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}
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}else{
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automaticDetonationTime-=fElapsedTime;
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lastBeepTime-=fElapsedTime;
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if(lastBeepTime<=0.f){
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beepCount=std::min(4U,beepCount+1U);
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SoundEffect::PlaySFX(std::format("Beep {}",beepCount),pos);
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lastBeepTime=1.f;
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}
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if(IsActivated()&&automaticDetonationTime<=0.f)Detonate();
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}
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}
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void ExplosiveTrap::ModifyOutgoingDamageData(HurtDamageInfo&data){
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data.hurtFlags|=HurtFlag::PLAYER_ABILITY;
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}
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BulletDestroyState ExplosiveTrap::PlayerHit(Player*player){
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fadeOutTime=0.5f;
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return BulletDestroyState::KEEP_ALIVE;
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}
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void ExplosiveTrap::Detonate(){
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fadeOutTime=0.5f;
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const HurtList list{game->HurtNotHit(pos,"Trapper.Ability 3.Explosion Radius"_F/100.f*24,damage,hitList,OnUpperLevel(),GetZ(),HurtType::MONSTER,HurtFlag::PLAYER_ABILITY)};
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for(const auto&[targetPtr,wasHit]:list){
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if(wasHit){
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std::get<Monster*>(targetPtr)->ApplyMark("Trapper.Ability 3.Explosion Mark Stack Time"_F,"Trapper.Ability 3.Explosion Mark Stack Increase"_I);
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std::get<Monster*>(targetPtr)->ProximityKnockback(pos,"Trapper.Ability 3.Explosion Knockback Amount"_F);
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std::get<Monster*>(targetPtr)->Knockup("Trapper.Ability 3.Explosion Knockup Amount"_F);
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}
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}
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std::unique_ptr<Effect>explodeEffect{std::make_unique<Effect>(pos,ANIMATION_DATA["explosionframes.png"].GetTotalAnimationDuration()-0.2f,"explosionframes.png",OnUpperLevel(),scale*2.f,0.2f,vf2d{0,-6.f},WHITE,util::random(2*PI),0.f)};
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explodeEffect->scaleSpd={0.125f,0.125f};
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game->AddEffect(std::move(explodeEffect));
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SoundEffect::PlaySFX("Explosion",pos);
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Deactivate();
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}
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BulletDestroyState ExplosiveTrap::MonsterHit(Monster&monster,const uint8_t markStacksBeforeHit){
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for(int i:std::ranges::iota_view(0,"Trapper.Ability 3.Trap Mark Trigger Count"_I-1)){
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monster.Hurt(0,monster.OnUpperLevel(),monster.GetZ(),HurtFlag::PLAYER_ABILITY);//Triggers mark multiple times after the first mark.
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}
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monster.ProximityKnockback(pos,"Trapper.Ability 3.Explosion Knockback Amount"_F);
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monster.Knockup("Trapper.Ability 3.Explosion Knockup Amount"_F);
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Detonate();
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return BulletDestroyState::KEEP_ALIVE;
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} |