2024-02-25 14:46:47 +00:00
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#pragma once
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2023-06-20 04:33:09 +00:00
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#include "StarSet.hpp"
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#include "StarThread.hpp"
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#include "StarEntityRenderingTypes.hpp"
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#include "StarProjectile.hpp"
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namespace Star {
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STAR_STRUCT(ProjectileConfig);
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STAR_CLASS(ProjectileDatabase);
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STAR_EXCEPTION(ProjectileDatabaseException, StarException);
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struct ProjectileConfig {
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Json config;
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String typeName;
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String directory;
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String description;
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RectF boundBox;
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Json movementSettings;
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float timeToLive = 0.0f;
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float initialSpeed = 0.0f;
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float acceleration = 0.0f;
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float power = 0.0f;
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PolyF damagePoly;
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bool piercing = false;
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bool falldown = false;
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bool rayCheckToSource = false;
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float knockback = 0.0f;
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bool knockbackDirectional = false;
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// Negative value means infinite bounces.
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int bounces = 0;
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// Happens each time the projectile collides with a solid material
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JsonArray actionOnCollide;
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// Happens when projectile dies in any fashion
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JsonArray actionOnReap;
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// Happens when projectile dies after having collided
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JsonArray actionOnHit;
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// Happens when projectile dies without having collided
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JsonArray actionOnTimeout;
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// Time, repeat flag, and action config
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List<tuple<float, bool, Json>> periodicActions;
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String image;
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unsigned frameNumber = 0;
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float animationCycle = 0.0f;
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bool animationLoops = false;
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unsigned windupFrames = 0;
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bool intangibleWindup = false;
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unsigned winddownFrames = 0;
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bool intangibleWinddown = false;
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bool flippable = false;
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bool orientationLocked = false;
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bool fullbright = false;
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EntityRenderLayer renderLayer;
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2024-03-19 14:53:34 +00:00
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Color lightColor;
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2023-06-20 04:33:09 +00:00
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Vec2F lightPosition;
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bool pointLight = false;
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String persistentAudio;
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String damageKindImage;
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String damageKind;
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String damageType;
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Json damageTeam;
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Maybe<String> damageRepeatGroup;
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Maybe<float> damageRepeatTimeout;
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List<EphemeralStatusEffect> statusEffects;
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StringSet emitters;
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bool hydrophobic = false;
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bool onlyHitTerrain = false;
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ClientEntityMode clientEntityMode = ClientEntityMode::ClientMasterAllowed;
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bool masterOnly = false;
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StringList scripts;
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List<PersistentStatusEffect> persistentStatusEffects;
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PolyF statusEffectArea;
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Json physicsForces;
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Json physicsCollisions;
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};
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class ProjectileDatabase {
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public:
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ProjectileDatabase();
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StringList allProjectileTypes() const;
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bool isProjectile(String const& typeName) const;
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Json projectileConfig(String const& type) const;
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String damageKindImage(String const& type) const;
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float gravityMultiplier(String const& type) const;
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ProjectilePtr createProjectile(String const& type, Json const& parameters = JsonObject()) const;
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ProjectilePtr netLoadProjectile(ByteArray const& netStore) const;
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private:
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ProjectileConfigPtr readConfig(String const& path);
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StringMap<ProjectileConfigPtr> m_configs;
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};
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}
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