cleaned up formatting:

- removed trailing whitespace
- changed all leading whitespace to tabs
- removed IDE created author comments
This commit is contained in:
Evan Debenham
2015-06-12 16:22:26 -04:00
parent baa83b7e43
commit cebdff0221
335 changed files with 8555 additions and 8714 deletions
@@ -15,187 +15,184 @@ import com.watabou.noosa.audio.Sample;
import java.util.ArrayList;
/**
* Created by debenhame on 08/09/2014.
*/
public class TalismanOfForesight extends Artifact {
{
name = "Talisman of Foresight";
image = ItemSpriteSheet.ARTIFACT_TALISMAN;
{
name = "Talisman of Foresight";
image = ItemSpriteSheet.ARTIFACT_TALISMAN;
level = 0;
exp = 0;
levelCap = 10;
level = 0;
exp = 0;
levelCap = 10;
charge = 0;
partialCharge = 0;
chargeCap = 100;
charge = 0;
partialCharge = 0;
chargeCap = 100;
defaultAction = AC_SCRY;
}
defaultAction = AC_SCRY;
}
public static final String AC_SCRY = "SCRY";
public static final String AC_SCRY = "SCRY";
@Override
public ArrayList<String> actions( Hero hero ) {
ArrayList<String> actions = super.actions( hero );
if (isEquipped( hero ) && charge == 100 && !cursed)
actions.add(AC_SCRY);
return actions;
}
@Override
public ArrayList<String> actions( Hero hero ) {
ArrayList<String> actions = super.actions( hero );
if (isEquipped( hero ) && charge == 100 && !cursed)
actions.add(AC_SCRY);
return actions;
}
@Override
public void execute( Hero hero, String action ) {
super.execute(hero, action);
if (action.equals(AC_SCRY)){
@Override
public void execute( Hero hero, String action ) {
super.execute(hero, action);
if (action.equals(AC_SCRY)){
if (!isEquipped(hero)) GLog.i("You need to equip your talisman to do that.");
else if (charge != chargeCap) GLog.i("Your talisman isn't full charged yet.");
else {
hero.sprite.operate(hero.pos);
hero.busy();
Sample.INSTANCE.play(Assets.SND_BEACON);
charge = 0;
for (int i = 0; i < Level.LENGTH; i++) {
if (!isEquipped(hero)) GLog.i("You need to equip your talisman to do that.");
else if (charge != chargeCap) GLog.i("Your talisman isn't full charged yet.");
else {
hero.sprite.operate(hero.pos);
hero.busy();
Sample.INSTANCE.play(Assets.SND_BEACON);
charge = 0;
for (int i = 0; i < Level.LENGTH; i++) {
int terr = Dungeon.level.map[i];
if ((Terrain.flags[terr] & Terrain.SECRET) != 0) {
int terr = Dungeon.level.map[i];
if ((Terrain.flags[terr] & Terrain.SECRET) != 0) {
GameScene.updateMap(i);
GameScene.updateMap(i);
if (Dungeon.visible[i]) {
GameScene.discoverTile(i, terr);
}
}
}
if (Dungeon.visible[i]) {
GameScene.discoverTile(i, terr);
}
}
}
GLog.p("The Talisman floods your mind with knowledge about the current floor.");
GLog.p("The Talisman floods your mind with knowledge about the current floor.");
Buff.affect(hero, Awareness.class, Awareness.DURATION);
Dungeon.observe();
}
}
}
Buff.affect(hero, Awareness.class, Awareness.DURATION);
Dungeon.observe();
}
}
}
@Override
protected ArtifactBuff passiveBuff() {
return new Foresight();
}
@Override
protected ArtifactBuff passiveBuff() {
return new Foresight();
}
@Override
public String desc() {
String desc = "A smooth stone, almost too big for your pocket or hand, with strange engravings on it. " +
"You feel like it's watching you, assessing your every move.";
if ( isEquipped( Dungeon.hero ) ){
if (!cursed) {
desc += "\n\nWhen you hold the talisman you feel like your senses are heightened.";
if (charge == 100)
desc += "\n\nThe talisman is radiating energy, prodding at your mind. You wonder what would " +
"happen if you let it in.";
} else {
desc += "\n\nThe cursed talisman is intently staring into you, making it impossible to concentrate.";
}
}
@Override
public String desc() {
String desc = "A smooth stone, almost too big for your pocket or hand, with strange engravings on it. " +
"You feel like it's watching you, assessing your every move.";
if ( isEquipped( Dungeon.hero ) ){
if (!cursed) {
desc += "\n\nWhen you hold the talisman you feel like your senses are heightened.";
if (charge == 100)
desc += "\n\nThe talisman is radiating energy, prodding at your mind. You wonder what would " +
"happen if you let it in.";
} else {
desc += "\n\nThe cursed talisman is intently staring into you, making it impossible to concentrate.";
}
}
return desc;
}
return desc;
}
public class Foresight extends ArtifactBuff{
private int warn = 0;
public class Foresight extends ArtifactBuff{
private int warn = 0;
@Override
public boolean act() {
spend( TICK );
@Override
public boolean act() {
spend( TICK );
boolean smthFound = false;
boolean smthFound = false;
int distance = 3;
int distance = 3;
int cx = target.pos % Level.WIDTH;
int cy = target.pos / Level.WIDTH;
int ax = cx - distance;
if (ax < 0) {
ax = 0;
}
int bx = cx + distance;
if (bx >= Level.WIDTH) {
bx = Level.WIDTH - 1;
}
int ay = cy - distance;
if (ay < 0) {
ay = 0;
}
int by = cy + distance;
if (by >= Level.HEIGHT) {
by = Level.HEIGHT - 1;
}
int cx = target.pos % Level.WIDTH;
int cy = target.pos / Level.WIDTH;
int ax = cx - distance;
if (ax < 0) {
ax = 0;
}
int bx = cx + distance;
if (bx >= Level.WIDTH) {
bx = Level.WIDTH - 1;
}
int ay = cy - distance;
if (ay < 0) {
ay = 0;
}
int by = cy + distance;
if (by >= Level.HEIGHT) {
by = Level.HEIGHT - 1;
}
for (int y = ay; y <= by; y++) {
for (int x = ax, p = ax + y * Level.WIDTH; x <= bx; x++, p++) {
for (int y = ay; y <= by; y++) {
for (int x = ax, p = ax + y * Level.WIDTH; x <= bx; x++, p++) {
if (Dungeon.visible[p] && Level.secret[p] && Dungeon.level.map[p] != Terrain.SECRET_DOOR)
smthFound = true;
}
}
if (Dungeon.visible[p] && Level.secret[p] && Dungeon.level.map[p] != Terrain.SECRET_DOOR)
smthFound = true;
}
}
if (smthFound == true && !cursed){
if (warn == 0){
GLog.w("You feel uneasy.");
if (target instanceof Hero){
((Hero)target).interrupt();
}
}
warn = 3;
} else {
if (warn > 0){
warn --;
}
}
BuffIndicator.refreshHero();
if (smthFound == true && !cursed){
if (warn == 0){
GLog.w("You feel uneasy.");
if (target instanceof Hero){
((Hero)target).interrupt();
}
}
warn = 3;
} else {
if (warn > 0){
warn --;
}
}
BuffIndicator.refreshHero();
//fully charges in 2500 turns at lvl=0, scaling to 1000 turns at lvl = 10.
if (charge < 100 && !cursed) {
partialCharge += 0.04+(level*0.006);
//fully charges in 2500 turns at lvl=0, scaling to 1000 turns at lvl = 10.
if (charge < 100 && !cursed) {
partialCharge += 0.04+(level*0.006);
if (partialCharge > 1 && charge < 100) {
partialCharge--;
charge++;
} else if (charge >= 100) {
partialCharge = 0;
GLog.p("Your Talisman is fully charged!");
}
}
if (partialCharge > 1 && charge < 100) {
partialCharge--;
charge++;
} else if (charge >= 100) {
partialCharge = 0;
GLog.p("Your Talisman is fully charged!");
}
}
return true;
}
return true;
}
public void charge(){
charge = Math.min(charge+(2+(level/3)), chargeCap);
exp++;
if (exp >= 4 && level < levelCap) {
upgrade();
GLog.p("Your Talisman grows stronger!");
exp -= 4;
}
}
public void charge(){
charge = Math.min(charge+(2+(level/3)), chargeCap);
exp++;
if (exp >= 4 && level < levelCap) {
upgrade();
GLog.p("Your Talisman grows stronger!");
exp -= 4;
}
}
@Override
public String toString() {
return "Foresight";
}
@Override
public String toString() {
return "Foresight";
}
@Override
public String desc() {
return "You feel very nervous, as if there is nearby unseen danger.";
}
@Override
public String desc() {
return "You feel very nervous, as if there is nearby unseen danger.";
}
@Override
public int icon() {
if (warn == 0)
return BuffIndicator.NONE;
else
return BuffIndicator.FORESIGHT;
}
}
@Override
public int icon() {
if (warn == 0)
return BuffIndicator.NONE;
else
return BuffIndicator.FORESIGHT;
}
}
}