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.
 
 
 
 
 
 
AdventuresInLestoria/Adventures in Lestoria/Player.cpp

1452 lines
44 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 "Monster.h"
#include "Player.h"
#include "AdventuresInLestoria.h"
#include "DamageNumber.h"
#include "Bullet.h"
#include "BulletTypes.h"
#include "DEFINES.h"
#include "safemap.h"
#include "util.h"
#include "Key.h"
#include "Menu.h"
#include "GameState.h"
#include "MenuComponent.h"
#include "config.h"
#include <string_view>
#include "SoundEffect.h"
#include "olcPGEX_Gamepad.h"
#include "ProgressBar.h"
#include "MenuLabel.h"
#include "GameSettings.h"
#include "Unlock.h"
#include "Tutorial.h"
INCLUDE_MONSTER_DATA
INCLUDE_MONSTER_LIST
INCLUDE_ANIMATION_DATA
INCLUDE_SPAWNER_LIST
INCLUDE_BULLET_LIST
INCLUDE_DAMAGENUMBER_LIST
INCLUDE_game
INCLUDE_DATA
float Player::GROUND_SLAM_SPIN_TIME=0.6f;
const bool Player::INVERTED=true;
const bool Player::USE_WALK_DIR=true;
InputGroup Player::KEY_ABILITY1;
InputGroup Player::KEY_ABILITY2;
InputGroup Player::KEY_ABILITY3;
InputGroup Player::KEY_ABILITY4;
InputGroup Player::KEY_DEFENSIVE;
InputGroup Player::KEY_ITEM1;
InputGroup Player::KEY_ITEM2;
InputGroup Player::KEY_ITEM3;
std::vector<std::weak_ptr<MenuComponent>>Player::moneyListeners;
Player::Player()
:lastReleasedMovementKey(DOWN),facingDirection(DOWN),state(State::NORMAL){
Initialize();
}
Player::Player(Player*player)
:pos(player->GetPos()),vel(player->GetVelocity()),iframe_time(player->iframe_time),lastReleasedMovementKey(DOWN),
facingDirection(DOWN),state(State::NORMAL){
Initialize();
}
void Player::Initialize(){
Player::GROUND_SLAM_SPIN_TIME="Warrior.Ability 2.SpinTime"_F;
SetBaseStat("Health",hp);
SetBaseStat("Mana",mana);
SetBaseStat("Defense",0);
SetBaseStat("Attack","Warrior.BaseAtk"_I);
SetBaseStat("Move Spd %",100);
SetBaseStat("CDR",0);
SetBaseStat("Crit Rate","Player.Crit Rate"_F);
SetBaseStat("Crit Dmg","Player.Crit Dmg"_F);
SetBaseStat("Health %",0);
SetBaseStat("HP6 Recovery %",0);
cooldownSoundInstance=Audio::Engine().LoadSound("spell_cast.ogg"_SFX);
}
void Player::ForceSetPos(vf2d pos){
this->pos=pos;
Moved();
}
bool Player::_SetX(float x,const bool playerInvoked){
vf2d newPos={x,pos.y};
vi2d tilePos=vi2d(newPos/float(game->GetCurrentMapData().tilewidth))*game->GetCurrentMapData().tilewidth;
geom2d::rect<float>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
#pragma region lambdas
auto NoTileCollisionExistsHere=[&](){return collisionRect==game->NO_COLLISION;};
#pragma endregion
if(NoTileCollisionExistsHere()){
pos.x=std::clamp(x,game->GetCurrentMapData().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMapData().width*game->GetCurrentMapData().tilewidth-game->GetCurrentMapData().tilewidth/2.f*GetSizeMult()));
Moved();
return true;
} else {
geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
#pragma region lambdas
auto NoPlayerCollisionWithTile=[&](){return !geom2d::overlaps(geom2d::circle<float>(newPos,4),collision);};
#pragma endregion
collision.pos+=tilePos;
if(NoPlayerCollisionWithTile()){
pos.x=std::clamp(x,game->GetCurrentMapData().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMapData().width*game->GetCurrentMapData().tilewidth-game->GetCurrentMapData().tilewidth/2.f*GetSizeMult()));
Moved();
return true;
}else
if(playerInvoked){ //If player invoked, we'll try the smart move system.
vf2d pushDir=geom2d::line<float>(collision.middle(),pos).vector().norm();
newPos={newPos.x,pos.y+pushDir.y*12};
if(NoPlayerCollisionWithTile()){
return _SetY(pos.y+pushDir.y*game->GetElapsedTime()*12,false);
}
}
}
return false;
};
bool Player::_SetY(float y,const bool playerInvoked){
vf2d newPos={pos.x,y};
vi2d tilePos=vi2d(newPos/float(game->GetCurrentMapData().tilewidth))*game->GetCurrentMapData().tilewidth;
geom2d::rect<float>collisionRect=game->GetTileCollision(game->GetCurrentLevel(),newPos,upperLevel);
#pragma region lambdas
auto NoTileCollisionExistsHere=[&](){return collisionRect==game->NO_COLLISION;};
#pragma endregion
if(NoTileCollisionExistsHere()){
pos.y=std::clamp(y,game->GetCurrentMapData().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMapData().height*game->GetCurrentMapData().tilewidth-game->GetCurrentMapData().tilewidth/2.f*GetSizeMult()));
Moved();
return true;
} else {
geom2d::rect<float>collision={collisionRect.pos,collisionRect.size};
#pragma region lambdas
auto NoPlayerCollisionWithTile=[&](){return !geom2d::overlaps(geom2d::circle<float>(newPos,4),collision);};
#pragma endregion
collision.pos+=tilePos;
if(NoPlayerCollisionWithTile()){
pos.y=std::clamp(y,game->GetCurrentMapData().tilewidth/2.f*GetSizeMult(),float(game->GetCurrentMapData().height*game->GetCurrentMapData().tilewidth-game->GetCurrentMapData().tilewidth/2.f*GetSizeMult()));
Moved();
return true;
}else
if(playerInvoked){ //If player invoked, we'll try the smart move system.{
vf2d pushDir=geom2d::line<float>(collision.middle(),pos).vector().norm();
newPos={pos.x+pushDir.x*12,newPos.y};
if(NoPlayerCollisionWithTile()){
return _SetX(pos.x+pushDir.x*game->GetElapsedTime()*12,false);
}
}
}
return false;
}
bool Player::SetX(float x){
return _SetX(x);
}
bool Player::SetY(float y){
return _SetY(y);
}
void Player::SetZ(float z){
this->z=z;
}
bool Player::SetPos(vf2d pos){
bool resultX=SetX(pos.x);
bool resultY=SetY(pos.y);
if(resultY&&!resultX){
resultX=SetX(pos.x);
}
return resultX||resultY;
}
vf2d&Player::GetPos(){
return pos;
}
float Player::GetX(){
return pos.x;
}
float Player::GetY(){
return pos.y;
}
float Player::GetZ(){
return z;
}
const int Player::GetHealth()const{
return hp;
}
const float&Player::GetMaxHealth()const{
return GetStat("Health");
}
const int Player::GetMana()const{
return mana;
}
const int Player::GetMaxMana()const{
return GetStat("Mana");
}
const int Player::GetAttack(){
float mod_atk=float(GetStat("Attack"));
mod_atk+=Get("Attack");
mod_atk+=Get("Attack %");
return int(mod_atk);
}
float Player::GetMoveSpdMult(){
float moveSpdPct=GetStat("Move Spd %")/100.f;
float mod_moveSpd=moveSpdPct;
mod_moveSpd+=ItemAttribute::Get("Move Spd %",this);
for(const Buff&b:GetBuffs(BuffType::SLOWDOWN)){
mod_moveSpd-=moveSpdPct*b.intensity;
}
for(const Buff&b:GetBuffs(BuffType::BLOCK_SLOWDOWN)){
mod_moveSpd-=moveSpdPct*b.intensity;
}
for(const Buff&b:GetBuffs(LOCKON_SPEEDBOOST)){
mod_moveSpd+=moveSpdPct*b.intensity;
}
for(const Buff&b:GetBuffs(SPEEDBOOST)){
mod_moveSpd+=moveSpdPct*b.intensity;
}
return mod_moveSpd;
}
float Player::GetSizeMult(){
return size;
}
float Player::GetAttackRangeMult(){
return attack_range;
}
float Player::GetSpinAngle(){
return spin_angle;
}
State::State Player::GetState(){
return state;
}
void Player::Knockback(vf2d vel){
this->vel+=vel;
}
void Player::Update(float fElapsedTime){
Ability&rightClickAbility=GetRightClickAbility(),
&ability=GetAbility1(),
&ability2=GetAbility2(),
&ability3=GetAbility3(),
&ability4=GetAbility4(),
&item1=useItem1,
&item2=useItem2,
&item3=useItem3;
attack_cooldown_timer=std::max(0.f,attack_cooldown_timer-fElapsedTime);
iframe_time=std::max(0.f,iframe_time-fElapsedTime);
notEnoughManaDisplay.second=std::max(0.f,notEnoughManaDisplay.second-fElapsedTime);
notificationDisplay.second=std::max(0.f,notificationDisplay.second-fElapsedTime);
lastHitTimer=std::max(0.f,lastHitTimer-fElapsedTime);
lastPathfindingCooldown=std::max(0.f,lastPathfindingCooldown-fElapsedTime);
if(hurtRumbleTime>0.f){
hurtRumbleTime=std::max(0.f,hurtRumbleTime-fElapsedTime);
if(hurtRumbleTime==0.f){
Input::StopVibration();
}
}
blockTimer=std::max(0.f,blockTimer-fElapsedTime);
lastCombatTime=lastCombatTime+fElapsedTime;
manaTickTimer-=fElapsedTime;
hpRecoveryTimer=std::max(0.f,hpRecoveryTimer-fElapsedTime);
hp6RecoveryTimer=std::max(0.f,hp6RecoveryTimer-fElapsedTime);
hp4RecoveryTimer=std::max(0.f,hp4RecoveryTimer-fElapsedTime);
PerformHPRecovery();
CheckEndZoneCollision();
if(castInfo.castTimer>0){
castInfo.castTimer-=fElapsedTime;
if(castInfo.castTimer<=0){
bool allowed=castPrepAbility->actionPerformedDuringCast;
if(!allowed&&castPrepAbility->action(this,castInfo.castPos))allowed=true;
if(allowed){
castPrepAbility->cooldown=castPrepAbility->GetCooldownTime();
ConsumeMana(castPrepAbility->manaCost);
}
castInfo.castTimer=0;
SetState(State::NORMAL);
}
}
if(state==State::CASTING){
if(!Audio::Engine().IsPlaying(cooldownSoundInstance)){
Audio::Engine().SetVolume(cooldownSoundInstance,"Audio.Casting Sound Volume"_F/100.f);
Audio::Engine().Play(cooldownSoundInstance,true);
}
}else{
Audio::Engine().Stop(cooldownSoundInstance);
}
while(manaTickTimer<=0){
manaTickTimer+=0.2f;
RestoreMana(1,true);
}
for(Buff&b:buffList){
b.duration-=fElapsedTime;
if(b.nextTick>0&&b.duration<b.nextTick){
b.repeatAction(game,b.intensity);
b.nextTick-=b.timeBetweenTicks;
}
}
std::erase_if(buffList,[](Buff&b){return b.duration<=0;});
//Class-specific update events.
OnUpdate(fElapsedTime);
switch(state){
case State::SPIN:{
switch(facingDirection){
case UP:{
if(lastAnimationFlip==0){
lastAnimationFlip=0.03f;
facingDirection=DOWN;
animation.ChangeState(internal_animState,"WARRIOR_WALK_S");
}
}break;
case DOWN:{
if(lastAnimationFlip==0){
lastAnimationFlip=0.03f;
facingDirection=UP;
animation.ChangeState(internal_animState,"WARRIOR_WALK_N");
}
}break;
}
if(facingDirection==RIGHT){
spin_angle+=spin_spd*fElapsedTime;
} else {
spin_angle-=spin_spd*fElapsedTime;
}
if(spin_attack_timer>0){
z=float("Warrior.Ability 2.SpinMaxHeight"_I)*sin(3.3f*(GROUND_SLAM_SPIN_TIME-spin_attack_timer)/GROUND_SLAM_SPIN_TIME);
spin_attack_timer=std::max(0.f,spin_attack_timer-fElapsedTime);
} else {
SetState(State::NORMAL);
spin_angle=0;
z=0;
float numb=4;
const MonsterHurtList&hitEnemies=game->HurtEnemies(pos,"Warrior.Ability 2.Range"_F/100*12,int(GetAttack()*"Warrior.Ability 2.DamageMult"_F),OnUpperLevel(),0);
#pragma region Knockback effect
for(auto&[monsterPtr,wasHurt]:hitEnemies){
float knockbackDir=0;
float knockbackAmt=0;
if(geom2d::line<float>(GetPos(),monsterPtr->GetPos()).length()<=0.001f){
knockbackDir=util::random(2*PI);
knockbackAmt="Warrior.Ability 2.KnockbackAmt"_F;
}else{
knockbackDir=geom2d::line<float>(GetPos(),monsterPtr->GetPos()).vector().norm().polar().y;
knockbackAmt=std::clamp("Warrior.Ability 2.KnockbackAmt"_F-geom2d::line<float>(GetPos(),monsterPtr->GetPos()).length()*"Warrior.Ability 2.KnockbackReduction"_F,1.f,"Warrior.Ability 2.KnockbackAmt"_F);
}
knockbackAmt=std::max(1.f,knockbackAmt-"Warrior.Ability 2.KnockbackWeightFactor"_F*(monsterPtr->GetSizeMult()-1.f));
monsterPtr->Knockback(vf2d{knockbackAmt,knockbackDir}.cart());
}
#pragma endregion
game->AddEffect(std::make_unique<Effect>(GetPos(),"Warrior.Ability 2.EffectLifetime"_F,"ground-slam-attack-front.png",upperLevel,"Warrior.Ability 2.Range"_F/300*1.33f,"Warrior.Ability 2.EffectFadetime"_F),std::make_unique<Effect>(GetPos(),"Warrior.Ability 2.EffectLifetime"_F,"ground-slam-attack-back.png",upperLevel,"Warrior.Ability 2.Range"_F/300*1.33f,"Warrior.Ability 2.EffectFadetime"_F));
SoundEffect::PlaySFX("Warrior Ground Slam",SoundEffect::CENTERED);
}
if(lastAnimationFlip>0){
lastAnimationFlip=std::max(0.f,lastAnimationFlip-fElapsedTime);
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
case State::BLOCK:{
if(blockTimer<=0){
SetState(State::NORMAL);
}
}break;
case State::SWING_SONIC_SWORD:{
if(ability3.GetCooldownTime()-ability3.cooldown>0.5){
SetState(State::NORMAL);
switch(facingDirection){
case DOWN:{
UpdateAnimation("WARRIOR_IDLE_S");
}break;
case RIGHT:{
UpdateAnimation("WARRIOR_IDLE_E");
}break;
case LEFT:{
UpdateAnimation("WARRIOR_IDLE_W");
}break;
case UP:{
UpdateAnimation("WARRIOR_IDLE_N");
}break;
}
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
case State::TELEPORT:{
teleportAnimationTimer=std::max(0.f,teleportAnimationTimer-fElapsedTime);
if(teleportAnimationTimer<=0){
ForceSetPos(teleportTarget);
SetState(State::NORMAL);
}
animation.UpdateState(internal_animState,fElapsedTime);
}break;
default:{
//Update animations normally.
animation.UpdateState(internal_animState,fElapsedTime);
}
}
float cooldownMultiplier;
if(game->GetPlayer()->GetCooldownReductionPct()>=1.0f){
cooldownMultiplier=999999;
}else{
cooldownMultiplier=1/(1-game->GetPlayer()->GetCooldownReductionPct());
}
rightClickAbility.cooldown-=fElapsedTime*cooldownMultiplier;
ability.cooldown-=fElapsedTime*cooldownMultiplier;
ability2.cooldown-=fElapsedTime*cooldownMultiplier;
ability3.cooldown-=fElapsedTime*cooldownMultiplier;
ability4.cooldown-=fElapsedTime*cooldownMultiplier;
item1.cooldown-=fElapsedTime;
item2.cooldown-=fElapsedTime;
item3.cooldown-=fElapsedTime;
if(rightClickAbility.cooldown<0){
rightClickAbility.cooldown=0;
}
if(ability.cooldown<0){
ability.cooldown=0;
}
if(ability2.cooldown<0){
ability2.cooldown=0;
}
if(ability3.cooldown<0){
ability3.cooldown=0;
}
if(ability4.cooldown<0){
ability4.cooldown=0;
}
if(item1.cooldown<0){
item1.cooldown=0;
}
if(item2.cooldown<0){
item2.cooldown=0;
}
if(item3.cooldown<0){
item3.cooldown=0;
}
for(Monster&m:MONSTER_LIST){
if(!HasIframes()&&abs(m.GetZ()-GetZ())<=1&&OnUpperLevel()==m.OnUpperLevel()&&geom2d::overlaps(geom2d::circle(pos,12*size/2),geom2d::circle(m.GetPos(),12*m.GetSizeMult()/2))){
if(m.IsAlive()){
m.Collision(this);
}
geom2d::line line(pos,m.GetPos());
float dist = line.length();
if(dist<=0.001){
m.SetPos(m.GetPos()+vf2d{util::random(2)-1,util::random(2)-1});
}else{
m.SetPos(line.rpoint(dist*1.1f));
}
if(m.IsAlive()&&!m.IsNPC()){ //Don't set the knockback if this monster is actually an NPC. Let's just push them around.
vel=line.vector().norm()*-128;
}
}
}
if(vel.x>0){
vel.x=std::max(0.f,vel.x-friction*fElapsedTime);
} else {
vel.x=std::min(0.f,vel.x+friction*fElapsedTime);
}
if(vel.y>0){
vel.y=std::max(0.f,vel.y-friction*fElapsedTime);
} else {
vel.y=std::min(0.f,vel.y+friction*fElapsedTime);
}
if(vel!=vf2d{0,0}){
float newX=pos.x+vel.x*fElapsedTime;
float newY=pos.y+vel.y*fElapsedTime;
SetX(newX);
SetY(newY);
}
if(Menu::stack.empty()){
if(CanAct()&&attack_cooldown_timer==0&&AiL::KEY_ATTACK.Held()){
Tutorial::GetTask(TutorialTaskName::USE_ATTACK).I(A::ATTACK_COUNT)++;
AutoAttack();
}
auto AllowedToCast=[&](Ability&ability){return !ability.precastInfo.precastTargetingRequired&&GetState()!=State::ANIMATION_LOCK;};
auto HasEnoughOfItem=[&](Ability&ability){
if(!ability.itemAbility)return true;
if(&ability==&item1&&game->GetLoadoutItem(0).lock()->Amt()>0)return true;
if(&ability==&item2&&game->GetLoadoutItem(1).lock()->Amt()>0)return true;
if(&ability==&item3&&game->GetLoadoutItem(2).lock()->Amt()>0)return true;
return false;
};
//If pressed is set to false, uses held instead.
auto CheckAndPerformAbility=[&](Ability&ability,InputGroup key){
if(ability.name!="???"){
if(CanAct(ability)){
if(ability.cooldown==0&&GetMana()>=ability.manaCost){
if(key.Held()||key.Released()&&&ability==castPrepAbility&&GetState()==State::PREP_CAST){
#pragma region Tutorial Defensive/Use Ability Tasks
if(&ability==&rightClickAbility){
Tutorial::GetTask(TutorialTaskName::USE_DEFENSIVE).I(A::DEFENSIVE_COUNT)++;
}else{
Tutorial::GetTask(TutorialTaskName::USE_ABILITIES).I(A::ABILITY_COUNT)++;
}
#pragma endregion
if(AllowedToCast(ability)&&ability.action(this,{})){
bool allowed=ability.actionPerformedDuringCast;
ability.cooldown=ability.GetCooldownTime();
CancelCast();
ConsumeMana(ability.manaCost);
}else
if(ability.precastInfo.precastTargetingRequired&&GetState()==State::NORMAL
&&HasEnoughOfItem(ability)){
PrepareCast(ability);
}
}
} else
if(ability.cooldown==0&&GetMana()<ability.manaCost&&key.Pressed()){
notEnoughManaDisplay={ability.name,1.f};
}
}else
if(key.Released()||!key.Held())ability.waitForRelease=false;
}
};
CheckAndPerformAbility(rightClickAbility,Player::KEY_DEFENSIVE);
CheckAndPerformAbility(ability,Player::KEY_ABILITY1);
CheckAndPerformAbility(ability2,Player::KEY_ABILITY2);
CheckAndPerformAbility(ability3,Player::KEY_ABILITY3);
CheckAndPerformAbility(ability4,Player::KEY_ABILITY4);
CheckAndPerformAbility(item1,Player::KEY_ITEM1);
CheckAndPerformAbility(item2,Player::KEY_ITEM2);
CheckAndPerformAbility(item3,Player::KEY_ITEM3);
if(GetState()==State::PREP_CAST){
#define CheckAbilityKeyReleasedAndCastSpell(ability,releaseState) \
if(&ability==castPrepAbility&&releaseState){CastSpell(ability);}
CheckAbilityKeyReleasedAndCastSpell(rightClickAbility,Player::KEY_DEFENSIVE.Released())
else
CheckAbilityKeyReleasedAndCastSpell(ability,Player::KEY_ABILITY1.Released())
else
CheckAbilityKeyReleasedAndCastSpell(ability2,Player::KEY_ABILITY2.Released())
else
CheckAbilityKeyReleasedAndCastSpell(ability3,Player::KEY_ABILITY3.Released())
else
CheckAbilityKeyReleasedAndCastSpell(ability4,Player::KEY_ABILITY4.Released())
else
CheckAbilityKeyReleasedAndCastSpell(item1,Player::KEY_ITEM1.Released())
else
CheckAbilityKeyReleasedAndCastSpell(item2,Player::KEY_ITEM2.Released())
else
CheckAbilityKeyReleasedAndCastSpell(item3,Player::KEY_ITEM3.Released())
}
}
#pragma region Warrior
switch(GetState()){
case State::SWING_SWORD:{
SetSwordSwingTimer(GetSwordSwingTimer()-fElapsedTime);
if(GetSwordSwingTimer()<=0){
SetSwordSwingTimer(0);
SetState(State::NORMAL);
}
}break;
}
#pragma endregion
#pragma region Ranger
if(GetState()==State::SHOOT_ARROW){
if(attack_cooldown_timer<=ARROW_ATTACK_COOLDOWN-0.3){
SetState(State::NORMAL);
}
}
if(retreatTimer>0){
SetZ(6*sin(PI/RETREAT_TIME*retreatTimer));
retreatTimer-=fElapsedTime;
if(retreatTimer<=0){
SetVelocity({});
SetZ(0);
SetState(State::NORMAL);
}
}
if(ghostRemoveTimer>0){
ghostRemoveTimer-=fElapsedTime;
if(ghostRemoveTimer<=0){
if(ghostPositions.size()>0){
ghostPositions.erase(ghostPositions.begin());
if(ghostPositions.size()>0){
ghostRemoveTimer=RETREAT_GHOST_FRAME_DELAY;
}
}
}
}
if(ghostFrameTimer>0){
ghostFrameTimer-=fElapsedTime;
if(ghostFrameTimer<=0&&GetState()==State::RETREAT){
ghostPositions.push_back(GetPos()+vf2d{0,-GetZ()});
ghostFrameTimer=RETREAT_GHOST_FRAME_DELAY;
}
}
if(rapidFireTimer>0){
rapidFireTimer-=fElapsedTime;
if(rapidFireTimer<=0){
if(remainingRapidFireShots>0){
remainingRapidFireShots--;
geom2d::line pointTowardsCursor(GetPos(),GetWorldAimingLocation());
vf2d extendedLine=pointTowardsCursor.upoint(1.1f);
float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
attack_cooldown_timer=ARROW_ATTACK_COOLDOWN;
BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*"Ranger.Ability 1.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Ability 1.ArrowSpd"_F-PI/8*"Ranger.Ability 1.ArrowSpd"_F)}+movementVelocity/1.5f,12*"Ranger.Ability 1.ArrowRadius"_F/100,int(GetAttack()*"Ranger.Ability 1.DamageMult"_F),OnUpperLevel(),true)));
SetAnimationBasedOnTargetingDirection(angleToCursor);
rapidFireTimer=RAPID_FIRE_SHOOT_DELAY;
}else{
SetState(State::NORMAL);
}
}
}
#pragma endregion
#pragma region Handle knockup timers
if(knockUpTimer>0.f){
knockUpTimer=std::max(0.f,knockUpTimer-fElapsedTime);
if(knockUpTimer==0.f){
totalKnockupTime=0.f;
knockUpZAmt=0.f;
SetZ(0.f);
}else{
SetZ(util::lerp(0.f,1.f,-(pow((knockUpTimer-totalKnockupTime/2)/(totalKnockupTime/2),2))+1)*knockUpZAmt);
}
}
#pragma endregion
}
float Player::GetSwordSwingTimer(){
return swordSwingTimer;
}
void Player::SetSwordSwingTimer(float val){
swordSwingTimer=val;
}
void Player::SetState(State::State newState){
if(GetState()==State::BLOCK){
RemoveAllBuffs(BuffType::BLOCK_SLOWDOWN);
}
state=newState;
}
vf2d Player::GetVelocity(){
return vel;
}
bool Player::CanMove(){
return knockUpTimer==0.f&&state!=State::ANIMATION_LOCK&&(state!=State::CASTING||(castInfo.castTotalTime-castInfo.castTimer>0.2f));
}
bool Player::CanAct(){
Ability dummyAbility;
return CanAct(dummyAbility);
}
bool Player::CanAct(Ability&ability){
return knockUpTimer==0&&!ability.waitForRelease&&(ability.canCancelCast||state!=State::CASTING)&&state!=State::ANIMATION_LOCK&&
(GameState::STATE==GameState::states[States::GAME_RUN]
||GameState::STATE==GameState::states[States::GAME_HUB]&&!ability.itemAbility);
}
bool Player::HasIframes(){
return iframe_time>0;
}
bool Player::Hurt(int damage,bool onUpperLevel,float z){
if(hp<=0||HasIframes()||OnUpperLevel()!=onUpperLevel||abs(GetZ()-z)>1) return false;
float mod_dmg=float(damage);
if(GetState()==State::BLOCK){
mod_dmg=0;
SoundEffect::PlaySFX("Warrior Block Hit",SoundEffect::CENTERED);
}else{
float otherDmgTaken=1-GetDamageReductionFromBuffs();
float armorDmgTaken=1-GetDamageReductionFromArmor();
lastCombatTime=0;
float finalPctDmgTaken=armorDmgTaken*otherDmgTaken;
if(finalPctDmgTaken<=6._Pct){
std::cout<<"WARNING! Damage Reduction has somehow ended up below 6%, which is over the cap!"<<std::endl;
}
finalPctDmgTaken=std::max(6.25_Pct,finalPctDmgTaken);//Apply Damage Cap.
float minPctDmgReduction=0.05_Pct*GetStat("Defense");
float finalPctDmgReduction=1-finalPctDmgTaken;
float pctDmgReductionDiff=finalPctDmgReduction-minPctDmgReduction;
float dmgRoll=minPctDmgReduction+util::random(pctDmgReductionDiff);
mod_dmg*=1-dmgRoll;
mod_dmg=std::ceil(mod_dmg);
SoundEffect::PlaySFX("Player Hit",SoundEffect::CENTERED);
}
if(Menu::IsMenuOpen()&&mod_dmg>0)Menu::CloseAllMenus();
hp=std::max(0,hp-int(mod_dmg));
if(hp==0&&GameState::STATE!=GameState::states[States::DEATH])GameState::ChangeState(States::DEATH);
hurtRumbleTime="Player.Hurt Rumble Time"_F;
Input::StartVibration();
if(lastHitTimer>0){
damageNumberPtr.get()->damage+=int(mod_dmg);
damageNumberPtr.get()->pauseTime=0.4f;
damageNumberPtr.get()->RecalculateSize();
} else {
damageNumberPtr=std::make_shared<DamageNumber>(pos,int(mod_dmg),true);
DAMAGENUMBER_LIST.push_back(damageNumberPtr);
}
lastHitTimer=0.05f;
if(game->GetPlayer()->GetHealth()<game->GetPlayer()->GetMaxHealth()*0.5f&&!Tutorial::TaskIsComplete(TutorialTaskName::USE_RECOVERY_ITEMS)){
Tutorial::SetNextTask(TutorialTaskName::USE_RECOVERY_ITEMS);
}
return true;
}
void Player::AddAnimation(std::string state){
animation.AddState(state,ANIMATION_DATA.at(state));
}
void Player::UpdateAnimation(std::string animState,int specificClass){
if(specificClass==ANY||specificClass&GetClass()){
animation.ChangeState(internal_animState,animState);
}
}
Animate2D::Frame Player::GetFrame(){
return animation.GetFrame(internal_animState);
}
void Player::SetLastReleasedMovementKey(Key k){
lastReleasedMovementKey=k;
}
Key Player::GetLastReleasedMovementKey(){
return lastReleasedMovementKey;
}
void Player::SetFacingDirection(Key direction){
facingDirection=direction;
}
Key Player::GetFacingDirection(){
return facingDirection;
}
void Player::CancelCast(){
bool wasCasting=castInfo.castTimer>0;
castInfo={"",0};
std::erase_if(buffList,[](Buff&b){return b.type==RESTORATION_DURING_CAST;}); //Remove all buffs that would be applied during a cast, as we got interrupted.
if(wasCasting){
DAMAGENUMBER_LIST.push_back(std::make_shared<DamageNumber>(GetPos(),0,true,INTERRUPT));
}
}
void Player::Moved(){
if(state==State::CASTING){
state=State::NORMAL;
castPrepAbility->waitForRelease=true;
CancelCast();
}
for(MonsterSpawner&spawner:SPAWNER_LIST){
if(!spawner.SpawnTriggered()&&spawner.DoesUpperLevelSpawning()==OnUpperLevel()&&geom2d::contains(geom2d::rect<float>{spawner.GetPos(),spawner.GetRange()},pos)){
if(GameState::STATE==GameState::states[States::GAME_RUN]){
if(!Tutorial::TaskIsComplete(TutorialTaskName::USE_ATTACK)){
Tutorial::SetNextTask(TutorialTaskName::USE_ATTACK);
}else
if(!Tutorial::TaskIsComplete(TutorialTaskName::USE_ABILITIES)){
Tutorial::SetNextTask(TutorialTaskName::USE_ABILITIES);
}else
if(game->GetPlayer()->GetHealth()<game->GetPlayer()->GetMaxHealth()*0.8f&&!Tutorial::TaskIsComplete(TutorialTaskName::USE_DEFENSIVE)){
Tutorial::SetNextTask(TutorialTaskName::USE_DEFENSIVE);
}
}
spawner.SetTriggered(true);
}
}
const std::map<std::string,std::vector<ZoneData>>&zoneData=game->GetZones(game->GetCurrentLevel());
for(const ZoneData&upperLevelZone:zoneData.at("UpperZone")){
if(geom2d::overlaps(upperLevelZone.zone,pos)){
upperLevel=true;
}
}
for(const ZoneData&lowerLevelZone:zoneData.at("LowerZone")){
if(geom2d::overlaps(lowerLevelZone.zone,pos)){
upperLevel=false;
}
}
EnvironmentalAudio::UpdateEnvironmentalAudio();
if(!std::isfinite(pos.x)){
ERR(std::format("WARNING! Player X position is {}...Trying to recover. THIS SHOULD NOT BE HAPPENING!",pos.x));
ForceSetPos({float(game->GetCurrentMapData().playerSpawnLocation.x),pos.y});
}
if(!std::isfinite(pos.y)){
ERR(std::format("WARNING! Player Y position is {}...Trying to recover. THIS SHOULD NOT BE HAPPENING!",pos.y));
ForceSetPos({pos.x,float(game->GetCurrentMapData().playerSpawnLocation.y)});
}
}
void Player::Spin(float duration,float spinSpd){
SetState(State::SPIN);
spin_attack_timer=duration;
spin_spd=spinSpd;
spin_angle=0;
}
void Player::UpdateWalkingAnimation(Key direction){
std::string anim;
switch(direction){
case UP:anim=GetWalkNAnimation();break;
case RIGHT:anim=GetWalkEAnimation();break;
case DOWN:anim=GetWalkSAnimation();break;
case LEFT:anim=GetWalkWAnimation();break;
}
UpdateAnimation(anim);
}
void Player::UpdateIdleAnimation(Key direction){
std::string anim;
switch(direction){
case UP:anim=GetIdleNAnimation();break;
case RIGHT:anim=GetIdleEAnimation();break;
case DOWN:anim=GetIdleSAnimation();break;
case LEFT:anim=GetIdleWAnimation();break;
}
UpdateAnimation(anim);
}
void Player::AddBuff(BuffType type,float duration,float intensity){
buffList.push_back(Buff{type,duration,intensity});
}
void Player::AddBuff(BuffType type,float duration,float intensity,std::set<ItemAttribute>attr){
buffList.push_back(Buff{type,duration,intensity,attr});
}
void Player::AddBuff(BuffType type,float duration,float intensity,std::set<std::string>attr){
buffList.push_back(Buff{type,duration,intensity,attr});
}
void Player::AddBuff(BuffType type,float duration,float intensity,float timeBetweenTicks,std::function<void(AiL*,int)>repeatAction){
buffList.push_back(Buff{type,duration,intensity,timeBetweenTicks,repeatAction});
}
bool Player::OnUpperLevel(){
return upperLevel;
}
const std::vector<Buff>Player::GetBuffs(BuffType buff)const{
std::vector<Buff>filteredBuffs;
std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(filteredBuffs),[buff](const Buff b){return b.type==buff;});
return filteredBuffs;
}
void Player::RemoveBuff(BuffType buff){
for(auto it=buffList.begin();it!=buffList.end();++it){
Buff&b=*it;
if(b.type==buff){
buffList.erase(it);
return;
}
}
}
void Player::RemoveAllBuffs(BuffType buff){
std::erase_if(buffList,[&](Buff&b){return b.type==buff;});
}
void Player::RemoveAllBuffs(){
buffList.clear();
}
void Player::CastSpell(Ability&ability){
vf2d castPosition=GetWorldAimingLocation();
float distance=float(sqrt(pow(GetX()-GetWorldAimingLocation().x,2)+pow(GetY()-GetWorldAimingLocation().y,2)));
if(distance>ability.precastInfo.range){//Clamp the distance.
vf2d pointToCursor = {GetWorldAimingLocation().x-GetX(),GetWorldAimingLocation().y-GetY()};
pointToCursor=pointToCursor.norm()*ability.precastInfo.range;
castPosition=GetPos()+pointToCursor;
}
castInfo={ability.name,ability.precastInfo.castTime,ability.precastInfo.castTime,castPosition};
if(ability.actionPerformedDuringCast){ability.action(this,castPosition);}
SetState(State::CASTING);
}
CastInfo&Player::GetCastInfo(){
return castInfo;
}
bool Player::CanPathfindTo(vf2d pos,vf2d targetPos,float range){
range*=(24/game->pathfinder.gridSpacing.x);
if(targetPos.x<0||targetPos.y<0||targetPos.x>game->GetCurrentMapData().width*game->GetCurrentMapData().tilewidth||targetPos.y>game->GetCurrentMapData().height*game->GetCurrentMapData().tileheight)return false;
std::vector<vf2d>pathing=game->pathfinder.Solve_AStar(pos,targetPos,range,upperLevel);
return pathing.size()>0&&pathing.size()<range;//We'll say 7 tiles or less is close enough to 650 range. Have a little bit of wiggle room.
}
void Player::PrepareCast(Ability&ability){
castPrepAbility=&ability;
if(ability.precastInfo.range>0){
SetState(State::PREP_CAST);
}else{
CastSpell(ability);
}
}
void Player::SetVelocity(vf2d vel){
this->vel=vel;
}
void Player::SetAnimationBasedOnTargetingDirection(float targetDirection){
auto FacingEast=[&](){return targetDirection<=PI/4&&targetDirection>-PI/4;};
auto FacingWest=[&](){return targetDirection>=3*PI/4||targetDirection<-3*PI/4;};
auto FacingSouth=[&](){return targetDirection<=3*PI/4&&targetDirection>PI/4;};
auto FacingNorth=[&](){return targetDirection>=-3*PI/4&&targetDirection<-PI/4;};
switch(GetClass()){
case Class::WARRIOR:
case Class::THIEF:{
if(FacingNorth()){
UpdateAnimation("WARRIOR_SWINGSWORD_N");
}else
if(FacingSouth()){
UpdateAnimation("WARRIOR_SWINGSWORD_S");
}else
if(FacingWest()){
UpdateAnimation("WARRIOR_SWINGSWORD_W");
}else
if(FacingEast()){
UpdateAnimation("WARRIOR_SWINGSWORD_E");
}
}break;
case Class::RANGER:
case Class::TRAPPER:{
if(FacingNorth()){
UpdateAnimation("RANGER_SHOOT_N");
}else
if(FacingSouth()){
UpdateAnimation("RANGER_SHOOT_S");
}else
if(FacingWest()){
UpdateAnimation("RANGER_SHOOT_W");
}else
if(FacingEast()){
UpdateAnimation("RANGER_SHOOT_E");
}
}break;
}
}
void Player::SetIframes(float duration){
iframe_time=duration;
}
bool Player::Heal(int damage,bool suppressDamageNumber){
hp=std::clamp(hp+damage,0,int(GetStat("Health")));
if(!suppressDamageNumber&&damage>0){
DAMAGENUMBER_LIST.push_back(std::make_shared<DamageNumber>(GetPos(),damage,true,HEALTH_GAIN));
}
return true;
}
void Player::RestoreMana(int amt,bool suppressDamageNumber){
mana=std::clamp(mana+amt,0,GetMaxMana());
if(amt>0&&!suppressDamageNumber){
DAMAGENUMBER_LIST.push_back(std::make_shared<DamageNumber>(GetPos(),amt,true,MANA_GAIN));
}
}
void Player::ConsumeMana(int amt){
mana=std::clamp(mana-amt,0,GetMaxMana());
}
void Player::SetSizeMult(float size){
this->size=size;
}
void Player::ResetLastCombatTime(){
lastCombatTime=0;
}
bool Player::IsOutOfCombat(){
return lastCombatTime>="Player.Out of Combat Time"_F;
}
float Player::GetEndZoneStandTime(){
return endZoneStandTime;
}
void Player::CheckEndZoneCollision(){
auto HasZoneData=[&](){
return game->GetZones().count("EndZone");
};
if(IsOutOfCombat()&&HasZoneData()){
for(const ZoneData&zone:game->GetZones().at("EndZone")){
if(zone.isUpper==upperLevel&&geom2d::overlaps(GetPos(),zone.zone)){
endZoneStandTime+=game->GetElapsedTime();
if(endZoneStandTime>="Player.End Zone Wait Time"_F){
Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->SetLabel("Stage Completed");
Component<MenuComponent>(LEVEL_COMPLETE,"Level Details Outline")->SetLabel("Complete Bonus\n +10% XP");
if(Unlock::IsUnlocked("STORY_1_1")){
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Enable();
}else{
Component<MenuComponent>(LEVEL_COMPLETE,"Next Button")->Disable();
}
GameState::ChangeState(States::LEVEL_COMPLETE);
}
return;
}
}
}
endZoneStandTime=0;
}
void Player::SetItem1UseFunc(Ability a){
useItem1=a;
};
void Player::SetItem2UseFunc(Ability a){
useItem2=a;
};
void Player::SetItem3UseFunc(Ability a){
useItem3=a;
};
const float&Player::GetStat(std::string_view a)const{
return GetStat(ItemAttribute::Get(a));
}
const float&Player::GetStat(ItemAttribute a)const{
return stats.GetStat(a);
}
const float&Player::GetBaseStat(std::string_view a)const{
return GetBaseStat(ItemAttribute::Get(a));
}
const float&Player::GetBaseStat(ItemAttribute a)const{
return stats.GetBaseStat(a);
}
void EntityStats::RecalculateEquipStats(){
baseStats.copyTo(equipStats);
for(int i=int(EquipSlot::HELMET);i<=int(EquipSlot::RING2);i<<=1){
EquipSlot slot=EquipSlot(i);
std::weak_ptr<Item>equip=Inventory::GetEquip(slot);
if(ISBLANK(equip))continue;
for(auto&[key,size]:ItemAttribute::attributes){
equipStats.A(key)+=equip.lock()->GetStats().A_Read(key);
equipStats.A(key)+=equip.lock()->RandomStats().A_Read(key);
}
}
const std::map<ItemSet,int>&setCounts=Inventory::GetEquippedItemSets();
for(const auto&[set,equipCount]:setCounts){
const Stats&setStats=set[equipCount];
for(auto&[key,size]:ItemAttribute::attributes){
equipStats.A(key)+=setStats.A_Read(key);
}
}
game->GetPlayer()->UpdateHealthAndMana();
for(std::weak_ptr<MenuComponent>component:Menu::equipStatListeners){
component.lock()->OnEquipStatsUpdate();
}
}
const float&EntityStats::GetStat(ItemAttribute stat)const{
return equipStats.A_Read(stat);
}
const float&EntityStats::GetStat(std::string_view stat)const{
return equipStats.A_Read(stat);
}
const float&EntityStats::GetBaseStat(ItemAttribute stat)const{
return baseStats.A_Read(stat);
}
const float&EntityStats::GetBaseStat(std::string_view stat)const{
return baseStats.A_Read(stat);
}
void EntityStats::SetBaseStat(ItemAttribute stat,float val){
baseStats.A(stat)=val;
RecalculateEquipStats();
}
void EntityStats::SetBaseStat(std::string_view stat,float val){
SetBaseStat(ItemAttribute::Get(stat),val);
}
void Player::SetBaseStat(std::string_view a,float val){
stats.SetBaseStat(ItemAttribute::Get(a),val);
}
void Player::SetBaseStat(ItemAttribute a,float val){
stats.SetBaseStat(a,val);
}
const std::string&ItemSet::GetSetName()const{
return name;
}
uint32_t Player::GetMoney()const{
return money;
}
void Player::SetMoney(uint32_t newMoney){
money=newMoney;
for(auto&component:moneyListeners){
component.lock()->OnPlayerMoneyUpdate(newMoney);
}
}
void Player::AddMoneyListener(std::weak_ptr<MenuComponent>component){
if(std::find_if(moneyListeners.begin(),moneyListeners.end(),[&](auto&ptr){return &*ptr.lock()==&*component.lock();})!=moneyListeners.end()){
ERR("WARNING! Component "<<component.lock()->GetName()<<" has already been added to the Chapter listener list! There should not be any duplicates!!")
}
moneyListeners.push_back(component);
}
const float Player::GetDamageReductionFromBuffs()const{
float dmgReduction=0;
for(const Buff&b:GetBuffs(BuffType::DAMAGE_REDUCTION)){
dmgReduction+=b.intensity;
}
dmgReduction+=GetDamageReductionPct();
return std::min(0.75f,dmgReduction);
};
const float Player::GetDamageReductionFromArmor()const{
float dmgReduction=0;
dmgReduction+=Stats::GetDamageReductionPct(GetStat("Defense"));
return std::min(0.75f,dmgReduction);
};
void Player::RecalculateEquipStats(){
stats.RecalculateEquipStats();
}
const std::vector<Buff>Player::GetStatBuffs(const std::vector<std::string>&attr)const{
std::vector<Buff>statUpBuffs;
std::copy_if(buffList.begin(),buffList.end(),std::back_inserter(statUpBuffs),[&](const Buff b){
return b.type==STAT_UP&&std::find_if(attr.begin(),attr.end(),[&](const std::string&attr){return b.attr.count(ItemAttribute::Get(attr));})!=attr.end();
});
return statUpBuffs;
}
const ItemAttributable&EntityStats::GetStats()const{
return equipStats;
}
const ItemAttributable&Player::GetStats()const{
return stats.GetStats();
};
const ItemAttributable&EntityStats::GetBaseStats()const{
return baseStats;
};
const ItemAttributable&Player::GetBaseStats()const{
return stats.GetBaseStats();
};
ItemAttribute&Player::Get(std::string_view attr){
return ItemAttribute::Get(attr,this);
}
const float Player::GetCooldownReductionPct()const{
float modCDRPct=0;
const std::vector<Buff>&buffs=GetStatBuffs({"CDR"});
for(const Buff&b:buffs){
modCDRPct+=b.intensity;
}
modCDRPct+=GetStat("CDR")/100;
return modCDRPct;
}
const float Player::GetCritRatePct()const{
float modCritRatePct=0;
modCritRatePct+=GetStat("Crit Rate")/100;
return modCritRatePct;
}
const float Player::GetCritDmgPct()const{
float modCritDmgPct=0;
modCritDmgPct+=GetStat("Crit Dmg")/100;
return modCritDmgPct;
}
const float Player::GetHPRecoveryPct()const{
float modHPRecoveryPct=0;
modHPRecoveryPct+=GetStat("HP Recovery %")/100;
return modHPRecoveryPct;
}
const float Player::GetHP6RecoveryPct()const{
float modHPRecoveryPct=0;
modHPRecoveryPct+=GetStat("HP6 Recovery %")/100;
return modHPRecoveryPct;
}
const float Player::GetHP4RecoveryPct()const{
float modHPRecoveryPct=0;
modHPRecoveryPct+=GetStat("HP4 Recovery %")/100;
return modHPRecoveryPct;
}
void Player::PerformHPRecovery(){
int hpRecoveryAmt=0;
if(hpRecoveryTimer==0){
if(float(GetHPRecoveryPct()*GetMaxHealth())>0.1_Pct){
hpRecoveryAmt+=std::ceil(GetHPRecoveryPct()*GetMaxHealth());
}
hpRecoveryTimer=1;
}
if(hp4RecoveryTimer==0){
if(float(GetHP4RecoveryPct()*GetMaxHealth())>0.1_Pct){
hpRecoveryAmt+=std::ceil(GetHP4RecoveryPct()*GetMaxHealth());
}
hp4RecoveryTimer=4;
}
if(hp6RecoveryTimer==0){
if(float(GetHP6RecoveryPct()*GetMaxHealth())>0.1_Pct){
hpRecoveryAmt+=std::ceil(GetHP6RecoveryPct()*GetMaxHealth());
}
hp6RecoveryTimer=6;
}
if(GetHealth()<GetMaxHealth()){
Heal(hpRecoveryAmt);
}
}
const float Player::GetDamageReductionPct()const{
float modDmgReductionPct=0;
modDmgReductionPct+=GetStat("Damage Reduction")/100;
return modDmgReductionPct;
}
void Player::AddXP(const uint32_t xpGain){
currentLevelXP+=xpGain;
totalXPEarned+=xpGain;
if(Level()<LevelCap()){
uint32_t nextLevelXP=NextLevelXPRequired();
while(currentLevelXP>=nextLevelXP){
currentLevelXP-=nextLevelXP;
SetLevel(Level()+1);
OnLevelUp();
}
}
Component<ProgressBar>(MenuType::CHARACTER_MENU,"XP Bar")->ResetProgressBar(game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired());
}
void Player::SetXP(const uint32_t xp){
currentLevelXP=xp;
Component<ProgressBar>(MenuType::CHARACTER_MENU,"XP Bar")->ResetProgressBar(game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired());
}
void Player::SetTotalXPEarned(const uint32_t totalXP){
totalXPEarned=totalXP;
}
void Player::OnLevelUp(){
stats.SetBaseStat("Health",GetBaseStat("Health")+hpGrowthRate);
stats.SetBaseStat("Attack",GetBaseStat("Attack")+atkGrowthRate);
Heal(GetBaseStat("Health"));
}
const uint8_t Player::LevelCap()const{
return levelCap;
}
const uint8_t Player::Level()const{
return level;
}
void Player::SetLevel(uint8_t newLevel){
level=newLevel;
Component<MenuLabel>(CHARACTER_MENU,"Level Class Display")->SetLabel(std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()));
Component<MenuLabel>(LEVEL_COMPLETE,"Level Display")->SetLabel(std::format("Lv{}",game->GetPlayer()->Level()));
}
const uint32_t Player::CurrentXP()const{
return currentLevelXP;
}
const uint32_t Player::TotalXP()const{
return totalXPEarned;
}
const uint32_t Player::NextLevelXPRequired()const{
if(Level()<LevelCap()){
return DATA.GetProperty(std::format("PlayerXP.LEVEL[{}]",Level()+1)).GetInt();
}
return 0;
}
void Player::ResetAccumulatedXP(){
accumulatedXP=0;
}
void Player::AddAccumulatedXP(const uint32_t xpGain){
accumulatedXP+=xpGain;
}
const uint32_t Player::GetAccumulatedXP()const{
return accumulatedXP;
}
const float Player::GetAttackRecoveryRateReduction()const{
return GetStat("Attack Spd");
}
void EntityStats::Reset(){
equipStats.clear();
baseStats.clear();
}
geom2d::circle<float>Player::Hitbox(){
return {GetPos(),12*GetSizeMult()/2};
}
void Player::Knockup(float duration){
knockUpTimer+=duration;
totalKnockupTime+=duration;
knockUpZAmt+=32*pow(duration,2);
}
const vf2d Player::GetWorldAimingLocation(bool useWalkDir,bool invert){
return game->view.ScreenToWorld(GetAimingLocation(useWalkDir,invert));
}
const vf2d Player::GetAimingLocation(bool useWalkDir,bool invert){
if(UsingAutoAim()){
float xAxis=0.f,yAxis=0.f;
if(useWalkDir&&movementVelocity!=vf2d{0,0}){
xAxis=aimingAngle.cart().x;
yAxis=aimingAngle.cart().y;
}
#pragma region Manual Aiming
for(GamePad*gamepad:GamePad::getGamepads()){
if(gamepad->stillConnected){
if(fabs(gamepad->getAxis(GPAxes::RX))>0.f){
xAxis=gamepad->getAxis(GPAxes::RX);
}
if(fabs(gamepad->getAxis(GPAxes::RY))>0.f){
yAxis=gamepad->getAxis(GPAxes::RY);
}
if(xAxis!=0.f||yAxis!=0.f)break; //Found a controller, so we're good to break.
}
}
#pragma endregion
if(xAxis!=0.f||yAxis!=0.f){
return {(game->ScreenWidth()*xAxis)/2+game->ScreenWidth()/2,(game->ScreenHeight()*yAxis)/2+game->ScreenHeight()/2};
}else{
//Find the closest monster target.
vf2d closestPoint={std::numeric_limits<float>::max(),std::numeric_limits<float>::max()};
for(Monster&m:MONSTER_LIST){
if(m.IsAlive()){
float distToMonster=geom2d::line<float>(GetPos(),m.GetPos()).length();
geom2d::line<float>aimingLine=geom2d::line<float>(GetPos(),m.GetPos());
vf2d aimingPoint=aimingLine.rpoint((invert?-1.f:1.f)*operator""_Pixels("Player.Aiming Cursor Max Distance"_F));
float distToClosestPoint=geom2d::line<float>(GetPos(),closestPoint).length();
if(distToClosestPoint>distToMonster&&distToMonster<=operator""_Pixels("Player.Auto Aim Detection Distance"_F)){
closestPoint=aimingPoint;
}
}
}
if(closestPoint!=vf2d{std::numeric_limits<float>::max(),std::numeric_limits<float>::max()}){
return game->GetScreenSize()/2+closestPoint-GetPos();
}else
return game->GetScreenSize()/2+vf2d{float(operator""_Pixels("Player.Aiming Cursor Max Distance"_F)),aimingAngle.y}.cart();
}
}else{
return game->GetMousePos();
}
}
const bool Player::UsingAutoAim()const{
return (GameSettings::KeyboardAutoAimEnabled()&&game->LastMouseMovement()>=2.f)||Input::UsingGamepad();
}
void Player::UpdateHealthAndMana(){
//Perform a check to make sure stats are initialized before they can be used.
if(game->GameInitialized()){
hp=std::min(hp,int(GetStat("Health")));
mana=std::min(mana,GetMaxMana());
}
}
void Player::SetInvisible(const bool invisibleState){
invisibility=invisibleState;
}
const bool Player::IsInvisible()const{
return invisibility;
}
void Player::ResetVelocity(){
vel={};
}
const float Player::GetHealthGrowthRate()const{
return hpGrowthRate;
}
const float Player::GetAtkGrowthRate()const{
return atkGrowthRate;
}
const float Player::GetIframeTime()const{
return iframe_time;
}