v0.3.0: added wand of corruption

This commit is contained in:
Evan Debenham
2015-05-14 23:24:28 -04:00
parent cb0a8db666
commit 08686f8e92
8 changed files with 226 additions and 13 deletions
@@ -0,0 +1,59 @@
package com.shatteredpixel.shatteredpixeldungeon.actors.buffs;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
/**
* Created by Evan on 14/05/2015.
*/
public class Corruption extends Buff {
{
type = buffType.NEGATIVE;
}
//TODO: need to bundle this
private float buildToDamage = 0f;
@Override
public boolean act() {
buildToDamage += target.HT/100f;
int damage = (int)buildToDamage;
buildToDamage -= damage;
if (damage > 0)
target.damage(damage, this);
spend(TICK);
return true;
}
@Override
public void fx(boolean on) {
if (on) target.sprite.add( CharSprite.State.DARKENED );
else if (target.invisible == 0) target.sprite.remove( CharSprite.State.DARKENED );
}
@Override
//TODO: new icon
public int icon() {
return BuffIndicator.POISON;
}
@Override
public String toString() {
return "Corrupted";
}
@Override
public String desc() {
return "Corruption seeps into the essence of a being, twisting them against their former nature.\n" +
"\n" +
"Corrupted creatures will attack and aggravate their allies, and ignore their former enemies. " +
"Corruption is damaging as well, and will slowly cause its target to succumb.\n" +
"\n" +
"Corruption is permanent, its effects only end in death.";
}
}
@@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Amok;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Sleep;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
@@ -173,10 +174,10 @@ public abstract class Mob extends Char {
}
//resets target if: the target is dead, the target has been lost (wandering)
//or if the mob is amoked and targeting the hero (will try to target something else)
//or if the mob is amoked/corrupted and targeting the hero (will try to target something else)
if ( enemy != null &&
!enemy.isAlive() || state == WANDERING ||
(buff( Amok.class ) != null && enemy == Dungeon.hero ))
((buff( Amok.class ) != null || buff(Corruption.class) != null) && enemy == Dungeon.hero ))
enemy = null;
//if there is no current target, find a new one.
@@ -184,8 +185,8 @@ public abstract class Mob extends Char {
HashSet<Char> enemies = new HashSet<Char>();
//if the mob is amoked...
if ( buff(Amok.class) != null ) {
//if the mob is amoked or corrupted...
if ( buff(Amok.class) != null || buff(Corruption.class) != null) {
//try to find an enemy mob to attack first.
for (Mob mob : Dungeon.level.mobs)
@@ -199,8 +200,9 @@ public abstract class Mob extends Char {
enemies.add(mob);
if (enemies.size() > 0) return Random.element(enemies);
//if there is nothing, go for the hero.
return Dungeon.hero;
//if there is nothing, go for the hero, unless corrupted, then go for nothing.
if (buff(Corruption.class) != null) return null;
else return Dungeon.hero;
//if the mob is not amoked...
} else {
@@ -359,6 +361,14 @@ public abstract class Mob extends Char {
Surprise.hit(this);
}
}
//become aggro'd by a corrupted enemy
if (enemy.buff(Corruption.class) != null) {
aggro(enemy);
target = enemy.pos;
state = HUNTING;
}
return damage;
}