2022-11-14 15:53:50 +00:00
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// Fill out your copyright notice in the Description page of Project Settings.
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2022-11-14 17:42:26 +00:00
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#include "EatableItems.h"
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2022-11-15 00:04:46 +00:00
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#include "the_twilight_abyss/BaseItems/InventoryComponent.h"
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#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
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2023-02-23 17:48:20 +00:00
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#include "the_twilight_abyss/TurnBasedCombatV2/StatusSystem.h"
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2022-11-14 15:53:50 +00:00
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2022-11-15 00:04:46 +00:00
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UEatableItems::UEatableItems()
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{
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static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_HealOverTime"));
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HealOverTimeStatusEffect = StatusEffectClassFinder.Class;
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}
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void UEatableItems::Use(ATempCharacter* Character)
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{
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if (Character)
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{
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if (isHealingItem)
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{
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2023-02-04 17:56:25 +00:00
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if (Character->Health < 100)
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{
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UStatusSystem* StatusSystem = Character->FindComponentByClass<UStatusSystem>();
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StatusSystem->AddStatusEffect(NewObject<UStatusEffect>(Character, HealOverTimeStatusEffect));
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Character->Inventory->RemoveItem(this);
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}
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else if (Character->Health >= 100)
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{
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UE_LOG(LogTemp, Display, TEXT("Health is full"));
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}
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}
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if (isDamageBuffItem)
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{
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// need to add the damage buff functionality here
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UE_LOG(LogTemp, Display, TEXT("Damage Buffed"));
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2023-01-12 13:56:30 +00:00
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Character->Inventory->RemoveItem(this);
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}
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2023-02-07 00:11:00 +00:00
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if (isAmmoItemType)
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{
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TurnBaseCombat = GetWorld()->GetGameState<ATurnBaseCombatV2>();
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if (TurnBaseCombat->ProbertiumResource > 10)
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{
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TurnBaseCombat->ProbertiumResource += 5;
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}
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if (TurnBaseCombat->EisResource > 10)
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{
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TurnBaseCombat->EisResource += 5;
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}
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Character->Inventory->RemoveItem(this);
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}
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}
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}
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