The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/Buff.h

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#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
#pragma once
#include <set>
#include "AttributableStat.h"
enum BuffType{
STAT_UP,
DAMAGE_REDUCTION,
SLOWDOWN,
BLOCK_SLOWDOWN,
LOCKON_SPEEDBOOST, //Specifically used for wolves.
SPEEDBOOST,
BARRIER_DAMAGE_REDUCTION, //Creates a visual barrier around the target
FIXED_COLLISION_DMG, //Does a fixed amount of collision damage based on intensity of this buff.
COLLISION_KNOCKBACK_STRENGTH, //Causes an amount of knockback based on intensity when hit via collision with this buff
SELF_INFLICTED_SLOWDOWN, //Used for monsters and can't be applied by any player abilities.
ADRENALINE_RUSH, //Intensity indicates the stack count (used by the Bloodlust enchant) this buff gives which in turn increases attack.
TRAPPER_MARK,
OVER_TIME,
ONE_OFF, //This is used as a hack fix for the RestoreDuringCast Item script since they require us to restore 1 tick immediately. Over time buffs do not apply a tick immediately.
OVER_TIME_DURING_CAST,
GLOW_PURPLE,
COLOR_MOD,
DAMAGE_AMPLIFICATION, //Multiplies all incoming damage by this amount.
LETHAL_TEMPO,
BURNING_ARROW_BURN,
};
enum class BuffRestorationType{
ONE_OFF, //This is used as a hack fix for the RestoreDuringCast Item script since they require us to restore 1 tick immediately. Over time buffs do not apply a tick immediately.
OVER_TIME,
OVER_TIME_DURING_CAST,
};
namespace BuffOverTimeType{
enum BuffOverTimeType{
HP_RESTORATION,
HP_PCT_RESTORATION,
MP_RESTORATION,
MP_PCT_RESTORATION,
HP_DAMAGE_OVER_TIME,
HP_PCT_DAMAGE_OVER_TIME,
};
};
class AiL;
struct Buff{
using PlayerBuffExpireCallbackFunction=std::function<void(Player*attachedTarget,Buff&b)>;
using MonsterBuffExpireCallbackFunction=std::function<void(std::weak_ptr<Monster>attachedTarget,Buff&b)>;
BuffType type;
BuffRestorationType restorationType;
float duration=1;
float timeBetweenTicks=1;
float intensity=1;
float nextTick=0;
float lifetime{};
std::set<ItemAttribute> attr;
std::variant<Player*,std::weak_ptr<Monster>>attachedTarget; //Who has this buff.
PlayerBuffExpireCallbackFunction playerBuffCallbackFunc=[](Player*p,Buff&b){};
MonsterBuffExpireCallbackFunction monsterBuffCallbackFunc=[](std::weak_ptr<Monster>m,Buff&b){};
Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,float duration,float intensity);
Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,float duration,float intensity,std::set<ItemAttribute> attr);
Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,float duration,float intensity,std::set<std::string> attr);
Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks);
Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,PlayerBuffExpireCallbackFunction expireCallbackFunc);
Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,MonsterBuffExpireCallbackFunction expireCallbackFunc);
Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks);
Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,PlayerBuffExpireCallbackFunction expireCallbackFunc);
Buff(std::variant<Player*,std::weak_ptr<Monster>>attachedTarget,BuffType type,BuffRestorationType restorationType,BuffOverTimeType::BuffOverTimeType overTimeType,float duration,float intensity,float timeBetweenTicks,MonsterBuffExpireCallbackFunction expireCallbackFunc);
void Update(AiL*game,float fElapsedTime);
private:
bool enabled{true}; //This is only turned off because the ONE_OFF effect. See BuffType::ONE_OFF for more details.
std::optional<BuffOverTimeType::BuffOverTimeType>overTimeType;
void BuffTick(AiL*game,float fElapsedTime);
};