v0.4.0: implemented new curses

This commit is contained in:
Evan Debenham
2016-06-11 20:05:11 -04:00
committed by Evan Debenham
parent e94d2b4874
commit 8ec81a0c33
8 changed files with 312 additions and 12 deletions
@@ -32,8 +32,10 @@ import com.shatteredpixel.shatteredpixeldungeon.items.BrokenSeal;
import com.shatteredpixel.shatteredpixeldungeon.items.EquipableItem;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.AntiEntropy;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Corrosion;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Displacement;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Metabolism;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Multiplicity;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.curses.Stench;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.Affection;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs.AntiMagic;
@@ -425,7 +427,7 @@ public class Armor extends EquipableItem {
2, 2, 2 };
private static final Class<?>[] curses = new Class<?>[]{
AntiEntropy.class, Displacement.class, Metabolism.class, Stench.class
AntiEntropy.class, Corrosion.class, Displacement.class, Metabolism.class, Multiplicity.class, Stench.class
};
public abstract int proc( Armor armor, Char attacker, Char defender, int damage );
@@ -0,0 +1,61 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.armor.curses;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Ooze;
import com.shatteredpixel.shatteredpixeldungeon.effects.Splash;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.utils.Random;
public class Corrosion extends Armor.Glyph {
private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
@Override
public int proc(Armor armor, Char attacker, Char defender, int damage) {
if (Random.Int(10) == 0){
int pos = defender.pos;
for (int i : Level.NEIGHBOURS9){
Splash.at(pos+i, 0x000000, 5);
if (Actor.findChar(pos+i) != null)
Buff.affect(Actor.findChar(pos+i), Ooze.class);
}
}
return damage;
}
@Override
public ItemSprite.Glowing glowing() {
return BLACK;
}
@Override
public boolean curse() {
return true;
}
}
@@ -0,0 +1,101 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.armor.curses;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Bestiary;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.MirrorImage;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.utils.Bundle;
import com.watabou.utils.Random;
import java.util.ArrayList;
public class Multiplicity extends Armor.Glyph {
private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
@Override
public int proc(Armor armor, Char attacker, Char defender, int damage) {
if (Random.Int(20) == 0){
ArrayList<Integer> spawnPoints = new ArrayList<>();
for (int i = 0; i < Level.NEIGHBOURS8.length; i++) {
int p = defender.pos + Level.NEIGHBOURS8[i];
if (Actor.findChar( p ) == null && (Level.passable[p] || Level.avoid[p])) {
spawnPoints.add( p );
}
}
if (spawnPoints.size() > 0) {
Mob m = null;
if (Random.Int(2) == 0 && defender instanceof Hero){
m = new MirrorImage();
((MirrorImage)m).duplicate( (Hero)defender );
} else {
if (attacker.properties().contains(Char.Property.BOSS) || attacker.properties().contains(Char.Property.MINIBOSS)){
m = Bestiary.mutable(Dungeon.depth % 5 == 0 ? Dungeon.depth - 1 : Dungeon.depth);
} else {
try {
m = (Mob)defender.getClass().newInstance();
Bundle store = new Bundle();
defender.storeInBundle(store);
m.restoreFromBundle(store);
m.HP = m.HT;
} catch (Exception e) {
m = null;
}
}
}
if (m != null) {
GameScene.add(m);
ScrollOfTeleportation.appear(m, Random.element(spawnPoints));
}
}
}
return damage;
}
@Override
public ItemSprite.Glowing glowing() {
return BLACK;
}
@Override
public boolean curse() {
return true;
}
}
@@ -32,8 +32,10 @@ import com.shatteredpixel.shatteredpixeldungeon.items.KindOfWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfFuror;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Annoying;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Displacing;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Exhausting;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Fragile;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Sacrificial;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses.Wayward;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Blazing;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Chilling;
@@ -294,7 +296,7 @@ abstract public class Weapon extends KindOfWeapon {
2, 2, 2 };
private static final Class<?>[] curses = new Class<?>[]{
Annoying.class, Exhausting.class, Fragile.class, Wayward.class
Annoying.class, Displacing.class, Exhausting.class, Fragile.class, Sacrificial.class, Wayward.class
};
public abstract int proc( Weapon weapon, Char attacker, Char defender, int damage );
@@ -0,0 +1,74 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.utils.Random;
public class Displacing extends Weapon.Enchantment {
private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
@Override
public int proc(Weapon weapon, Char attacker, Char defender, int damage ) {
if (Random.Int(12) == 0 && !defender.properties().contains(Char.Property.IMMOVABLE)){
int count = 10;
int newPos;
do {
newPos = Dungeon.level.randomRespawnCell();
if (count-- <= 0) {
break;
}
} while (newPos == -1);
if (newPos != -1 && !Dungeon.bossLevel()) {
if (Dungeon.visible[defender.pos]) {
CellEmitter.get( defender.pos ).start( Speck.factory( Speck.LIGHT ), 0.2f, 3 );
}
defender.pos = newPos;
defender.sprite.place( defender.pos );
defender.sprite.visible = Dungeon.visible[defender.pos];
}
}
return damage;
}
@Override
public boolean curse() {
return true;
}
@Override
public ItemSprite.Glowing glowing() {
return BLACK;
}
}
@@ -0,0 +1,54 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.curses;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Bleeding;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.utils.Random;
public class Sacrificial extends Weapon.Enchantment {
private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );
@Override
public int proc(Weapon weapon, Char attacker, Char defender, int damage ) {
if (Random.Int(10) == 0){
Buff.affect(attacker, Bleeding.class).set(Math.max(1, attacker.HP/4));
}
return damage;
}
@Override
public boolean curse() {
return true;
}
@Override
public ItemSprite.Glowing glowing() {
return BLACK;
}
}