Merging 1.7.5 Source: items/weapon changes
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
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import java.util.ArrayList;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SparkParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.LightningTrap;
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import com.watabou.utils.Random;
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public class Shock extends Weapon.Enchantment {
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private static final String TXT_SHOCKING = "Shocking %s";
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@Override
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public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
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// lvl 0 - 25%
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// lvl 1 - 40%
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// lvl 2 - 50%
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int level = Math.max( 0, weapon.level );
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if (Random.Int( level + 4 ) >= 3) {
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points[0] = attacker.pos;
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nPoints = 1;
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affected.clear();
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affected.add( attacker );
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hit( defender, Random.Int( 1, damage / 2 ) );
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attacker.sprite.parent.add( new Lightning( points, nPoints, null ) );
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return true;
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} else {
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return false;
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}
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}
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@Override
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public String name( String weaponName ) {
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return String.format( TXT_SHOCKING, weaponName );
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}
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private ArrayList<Char> affected = new ArrayList<Char>();
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private int[] points = new int[20];
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private int nPoints;
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private void hit( Char ch, int damage ) {
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if (damage < 1) {
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return;
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}
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affected.add( ch );
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ch.damage( Level.water[ch.pos] && !ch.flying ? (int)(damage * 2) : damage, LightningTrap.LIGHTNING );
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ch.sprite.centerEmitter().burst( SparkParticle.FACTORY, 3 );
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ch.sprite.flash();
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points[nPoints++] = ch.pos;
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HashSet<Char> ns = new HashSet<Char>();
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for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
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Char n = Actor.findChar( ch.pos + Level.NEIGHBOURS8[i] );
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if (n != null && !affected.contains( n )) {
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ns.add( n );
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}
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}
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if (ns.size() > 0) {
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hit( Random.element( ns ), Random.Int( damage / 2, damage ) );
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}
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}
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}
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