v1.4.4
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124
source/game/StarDamage.hpp
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124
source/game/StarDamage.hpp
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#ifndef STAR_DAMAGE_HPP
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#define STAR_DAMAGE_HPP
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#include "StarDamageTypes.hpp"
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#include "StarWorldGeometry.hpp"
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#include "StarStatusTypes.hpp"
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namespace Star {
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struct DamageSource {
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typedef MVariant<PolyF, Line2F> DamageArea;
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typedef MVariant<float, Vec2F> Knockback;
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DamageSource();
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DamageSource(Json const& v);
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DamageSource(DamageType damageType,
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DamageArea damageArea,
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float damage,
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bool trackSourceEntity,
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EntityId sourceEntityId,
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EntityDamageTeam team,
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Maybe<String> damageRepeatGroup,
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Maybe<float> damageRepeatTimeout,
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String damageSourceKind,
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List<EphemeralStatusEffect> statusEffects,
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Knockback knockback,
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bool rayCheck);
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Json toJson() const;
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DamageSource& translate(Vec2F const& position);
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bool intersectsWithPoly(WorldGeometry const& worldGeometry, PolyF const& poly) const;
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Vec2F knockbackMomentum(WorldGeometry const& worldGeometry, Vec2F const& targetCenter) const;
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bool operator==(DamageSource const& rhs) const;
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DamageType damageType;
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DamageArea damageArea;
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float damage;
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bool trackSourceEntity;
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// The originating entity for the damage, which can be different than the
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// actual causing entity. Optional, defaults to NullEntityId.
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EntityId sourceEntityId;
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EntityDamageTeam team;
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// Applying damage will block other DamageSources with the same
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// damageRepeatGroup from applying damage until the timeout expires, to
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// prevent damages being applied every tick. This is optional, and if it is
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// omitted then the repeat group will instead be based on the causing entity
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// id.
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Maybe<String> damageRepeatGroup;
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// Can override the default repeat damage timeout with a custom timeout.
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Maybe<float> damageRepeatTimeout;
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String damageSourceKind;
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List<EphemeralStatusEffect> statusEffects;
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// Either directionless knockback momentum or directional knockback momentum
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Knockback knockback;
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// Should a collision check from the source entity to the impact center be
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// peformed before applying the damage?
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bool rayCheck;
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};
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DataStream& operator<<(DataStream& ds, DamageSource const& damageSource);
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DataStream& operator>>(DataStream& ds, DamageSource& damageSource);
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struct DamageRequest {
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DamageRequest();
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DamageRequest(Json const& v);
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DamageRequest(HitType hitType,
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DamageType type,
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float damage,
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Vec2F const& knockbackMomentum,
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EntityId sourceEntityId,
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String const& damageSourceKind,
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List<EphemeralStatusEffect> const& statusEffects);
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Json toJson() const;
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HitType hitType;
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DamageType damageType;
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float damage;
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Vec2F knockbackMomentum;
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// May be different than the entity that actually caused damage, for example,
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// a player firing a projectile.
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EntityId sourceEntityId;
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String damageSourceKind;
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List<EphemeralStatusEffect> statusEffects;
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};
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DataStream& operator<<(DataStream& ds, DamageRequest const& damageRequest);
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DataStream& operator>>(DataStream& ds, DamageRequest& damageRequest);
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struct DamageNotification {
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DamageNotification();
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DamageNotification(Json const& v);
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DamageNotification(EntityId sourceEntityId,
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EntityId targetEntityId,
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Vec2F position,
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float damageDealt,
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float healthLost,
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HitType hitType,
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String damageSourceKind,
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String targetMaterialKind);
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Json toJson() const;
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EntityId sourceEntityId;
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EntityId targetEntityId;
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Vec2F position;
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float damageDealt;
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float healthLost;
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HitType hitType;
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String damageSourceKind;
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String targetMaterialKind;
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};
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DataStream& operator<<(DataStream& ds, DamageNotification const& damageNotification);
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DataStream& operator>>(DataStream& ds, DamageNotification& damageNotification);
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}
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#endif
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