v0.2.3: quickslot refactoring for artifacts
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@@ -34,6 +34,8 @@ public class HornOfPlenty extends Artifact {
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levelCap = 30;
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charge = 0;
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chargeCap = 10;
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defaultAction = AC_EAT;
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}
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private static final float TIME_TO_EAT = 3f;
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@@ -63,41 +65,46 @@ public class HornOfPlenty extends Artifact {
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super.execute(hero, action);
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if (action.equals(AC_EAT)){
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((Hunger)hero.buff( Hunger.class )).satisfy( energy*charge );
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//if you get at least 100 food energy from the horn
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if (charge >= 3){
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switch (hero.heroClass) {
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case WARRIOR:
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if (hero.HP < hero.HT) {
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hero.HP = Math.min( hero.HP + 5, hero.HT );
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hero.sprite.emitter().burst( Speck.factory(Speck.HEALING), 1 );
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}
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break;
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case MAGE:
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hero.belongings.charge( false );
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ScrollOfRecharging.charge(hero);
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break;
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case ROGUE:
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case HUNTRESS:
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break;
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if (!isEquipped(hero)) GLog.i("You need to equip your horn to do that.");
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else if (charge == 0) GLog.i("Your horn has no food in it to eat!");
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else {
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((Hunger) hero.buff(Hunger.class)).satisfy(energy * charge);
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//if you get at least 100 food energy from the horn
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if (charge >= 3) {
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switch (hero.heroClass) {
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case WARRIOR:
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if (hero.HP < hero.HT) {
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hero.HP = Math.min(hero.HP + 5, hero.HT);
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hero.sprite.emitter().burst(Speck.factory(Speck.HEALING), 1);
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}
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break;
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case MAGE:
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hero.belongings.charge(false);
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ScrollOfRecharging.charge(hero);
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break;
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case ROGUE:
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case HUNTRESS:
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break;
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}
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Statistics.foodEaten++;
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}
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charge = 0;
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Statistics.foodEaten++;
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hero.sprite.operate(hero.pos);
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hero.busy();
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SpellSprite.show(hero, SpellSprite.FOOD);
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Sample.INSTANCE.play(Assets.SND_EAT);
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GLog.i("You eat from the horn.");
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hero.spend(TIME_TO_EAT);
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Badges.validateFoodEaten();
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image = ItemSpriteSheet.ARTIFACT_HORN1;
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}
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charge = 0;
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hero.sprite.operate( hero.pos );
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hero.busy();
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SpellSprite.show(hero, SpellSprite.FOOD);
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Sample.INSTANCE.play( Assets.SND_EAT );
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GLog.i("You eat from the horn.");
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hero.spend( TIME_TO_EAT );
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Badges.validateFoodEaten();
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image = ItemSpriteSheet.ARTIFACT_HORN1;
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} else if (action.equals(AC_STORE)){
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