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authorhazel <hazel@hazelthats.me>2026-01-26 22:04:39 +0100
committerhazel <hazel@hazelthats.me>2026-01-26 22:04:39 +0100
commit567c422f8cd42eba2437f9a8c2522716a1649be7 (patch)
tree93c5b296f3b7c14b626d0aadf5cad37764c41c74 /source/game/items/UpgradeItemActions.cs
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celesteia archive, last updated april 9th 2024
Signed-off-by: hazel <hazel@hazelthats.me>
Diffstat (limited to 'source/game/items/UpgradeItemActions.cs')
-rw-r--r--source/game/items/UpgradeItemActions.cs48
1 files changed, 48 insertions, 0 deletions
diff --git a/source/game/items/UpgradeItemActions.cs b/source/game/items/UpgradeItemActions.cs
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+++ b/source/game/items/UpgradeItemActions.cs
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+using System;
+using Celesteia.Game.Components;
+using Celesteia.Game.Planets;
+using Microsoft.Xna.Framework;
+using MonoGame.Extended.Entities;
+
+namespace Celesteia.Game.Items {
+ public class UpgradeItemActions : CooldownItemActions {
+ private float _increase;
+ private EntityAttribute _attribute;
+ private float _max;
+
+ public UpgradeItemActions(EntityAttribute attribute, float increase, float max) {
+ UseTime = 0.2;
+ _attribute = attribute;
+ _increase = increase;
+ _max = max;
+ }
+
+ public override bool Primary(GameTime gameTime, ChunkMap chunkMap, Point cursor, Entity user) => Assert(gameTime, user) && Use(user);
+
+ // Check if the conditions to use this item's action are met.
+ public bool Assert(GameTime gameTime, Entity user) {
+ if (!base.Assert(gameTime)) return false;
+
+ // If the user has no attributes, the rest of the function will not work, so check if they're there first.
+ if (!user.Has<EntityAttributes>()) return false;
+
+ EntityAttributes.EntityAttributeMap attributes = user.Get<EntityAttributes>().Attributes;
+
+ // If the attribute is maxed out, don't upgrade.
+ if (attributes.Get(_attribute) >= _max) return false;
+
+ UpdateLastUse(gameTime);
+
+ return true;
+ }
+
+
+ public bool Use(Entity user) {
+ // Use the upgrade.
+ EntityAttributes.EntityAttributeMap attributes = user.Get<EntityAttributes>().Attributes;
+ attributes.Set(_attribute, Math.Clamp(attributes.Get(_attribute) + _increase, 0f, _max));
+
+ return true;
+ }
+ }
+} \ No newline at end of file