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
@@ -42,7 +42,7 @@ public class Weapon extends KindOfWeapon {
private static final String TXT_IDENTIFY =
"You are now familiar enough with your %s to identify it. It is %s.";
private static final String TXT_INCOMPATIBLE =
private static final String TXT_INCOMPATIBLE =
"Interaction of different types of magic has negated the enchantment on this weapon!";
private static final String TXT_TO_STRING = "%s :%d";
@@ -50,10 +50,10 @@ public class Weapon extends KindOfWeapon {
public float ACU = 1; // Accuracy modifier
public float DLY = 1f; // Speed modifier
public enum Imbue {
NONE, LIGHT, HEAVY
}
public Imbue imbue = Imbue.NONE;
public enum Imbue {
NONE, LIGHT, HEAVY
}
public Imbue imbue = Imbue.NONE;
private int hitsToKnow = HITS_TO_KNOW;
@@ -84,7 +84,7 @@ public class Weapon extends KindOfWeapon {
super.storeInBundle( bundle );
bundle.put( UNFAMILIRIARITY, hitsToKnow );
bundle.put( ENCHANTMENT, enchantment );
bundle.put( IMBUE, imbue );
bundle.put( IMBUE, imbue );
}
@Override
@@ -94,7 +94,7 @@ public class Weapon extends KindOfWeapon {
hitsToKnow = HITS_TO_KNOW;
}
enchantment = (Enchantment)bundle.get( ENCHANTMENT );
imbue = bundle.getEnum( IMBUE, Imbue.class );
imbue = bundle.getEnum( IMBUE, Imbue.class );
}
@Override
@@ -102,7 +102,7 @@ public class Weapon extends KindOfWeapon {
int encumbrance = STR - hero.STR();
float ACU = this.ACU;
float ACU = this.ACU;
if (this instanceof MissileWeapon) {
switch (hero.heroClass) {
@@ -114,14 +114,14 @@ public class Weapon extends KindOfWeapon {
break;
default:
}
int bonus = 0;
for (Buff buff : hero.buffs(RingOfSharpshooting.Aim.class)) {
bonus += ((RingOfSharpshooting.Aim)buff).level;
}
ACU *= (float)(Math.pow(1.1, bonus));
int bonus = 0;
for (Buff buff : hero.buffs(RingOfSharpshooting.Aim.class)) {
bonus += ((RingOfSharpshooting.Aim)buff).level;
}
ACU *= (float)(Math.pow(1.1, bonus));
}
return encumbrance > 0 ? (float)(ACU / Math.pow( 1.5, encumbrance )) : ACU;
return encumbrance > 0 ? (float)(ACU / Math.pow( 1.5, encumbrance )) : ACU;
}
@Override
@@ -132,17 +132,17 @@ public class Weapon extends KindOfWeapon {
encumrance -= 2;
}
float DLY = this.DLY * (imbue == Imbue.LIGHT ? 0.667f : (imbue == Imbue.HEAVY ? 1.667f : 1.0f));
float DLY = this.DLY * (imbue == Imbue.LIGHT ? 0.667f : (imbue == Imbue.HEAVY ? 1.667f : 1.0f));
int bonus = 0;
for (Buff buff : hero.buffs(RingOfFuror.Furor.class)) {
bonus += ((RingOfFuror.Furor)buff).level;
}
int bonus = 0;
for (Buff buff : hero.buffs(RingOfFuror.Furor.class)) {
bonus += ((RingOfFuror.Furor)buff).level;
}
DLY = (float)(0.25 + (DLY - 0.25)*Math.pow(0.8, bonus));
DLY = (float)(0.25 + (DLY - 0.25)*Math.pow(0.8, bonus));
return
(encumrance > 0 ? (float)(DLY * Math.pow( 1.2, encumrance )) : DLY);
return
(encumrance > 0 ? (float)(DLY * Math.pow( 1.2, encumrance )) : DLY);
}
@Override
@@ -160,7 +160,7 @@ public class Weapon extends KindOfWeapon {
return Math.round(damage * (imbue == Imbue.LIGHT ? 0.7f : (imbue == Imbue.HEAVY ? 1.5f : 1f)));
}
public Item upgrade( boolean enchant ) {
public Item upgrade( boolean enchant ) {
if (enchantment != null) {
if (!enchant && Random.Int( level ) > 0) {
GLog.w( TXT_INCOMPATIBLE );
@@ -233,8 +233,8 @@ public class Weapon extends KindOfWeapon {
//FIXME: most enchantment names are pretty broken, should refactor
public static abstract class Enchantment implements Bundlable {
private static final Class<?>[] enchants = new Class<?>[]{
Fire.class, Poison.class, Death.class, Paralysis.class, Leech.class,
private static final Class<?>[] enchants = new Class<?>[]{
Fire.class, Poison.class, Death.class, Paralysis.class, Leech.class,
Slow.class, Shock.class, Instability.class, Horror.class, Luck.class };
private static final float[] chances= new float[]{ 10, 10, 1, 2, 1, 2, 6, 3, 2, 2 };
@@ -245,11 +245,11 @@ public class Weapon extends KindOfWeapon {
}
@Override
public void restoreFromBundle( Bundle bundle ) {
public void restoreFromBundle( Bundle bundle ) {
}
@Override
public void storeInBundle( Bundle bundle ) {
public void storeInBundle( Bundle bundle ) {
}
public ItemSprite.Glowing glowing() {
@@ -42,9 +42,9 @@ public class Horror extends Weapon.Enchantment {
if (Random.Int( level + 5 ) >= 4) {
if (defender == Dungeon.hero) {
Buff.affect( defender, Vertigo.class, Vertigo.duration(defender) );
} else {
if (defender == Dungeon.hero) {
Buff.affect( defender, Vertigo.class, Vertigo.duration(defender) );
} else {
Buff.affect( defender, Terror.class, Terror.DURATION ).object = attacker.id();
}
@@ -25,9 +25,6 @@ import com.watabou.utils.Random;
import java.util.ArrayList;
/**
* Created by debenhame on 13/03/2015.
*/
public class MagesStaff extends MeleeWeapon {
private Wand wand;
@@ -61,8 +58,8 @@ public class MagesStaff extends MeleeWeapon {
public MagesStaff(Wand wand){
this();
wand.identify();
wand.cursed = false;
wand.identify();
wand.cursed = false;
this.wand = wand;
wand.maxCharges = Math.min(wand.maxCharges + 1, 10);
wand.curCharges = wand.maxCharges;
@@ -55,7 +55,7 @@ public class MeleeWeapon extends Weapon {
}
public Item upgrade( boolean enchant ) {
STR--;
STR--;
MIN++;
MAX += tier;
@@ -67,7 +67,7 @@ public class MeleeWeapon extends Weapon {
}
@Override
public Item degrade() {
public Item degrade() {
STR++;
MIN--;
MAX -= tier;
@@ -92,10 +92,10 @@ public class MeleeWeapon extends Weapon {
if (levelKnown) {
info.append( "Its average damage is " +
Math.round((MIN + (MAX - MIN) / 2)*(imbue == Imbue.LIGHT ? 0.75f : (imbue == Imbue.HEAVY ? 1.5f : 1)))
+ " points per hit. " );
Math.round((MIN + (MAX - MIN) / 2)*(imbue == Imbue.LIGHT ? 0.75f : (imbue == Imbue.HEAVY ? 1.5f : 1)))
+ " points per hit. " );
} else {
info.append(
info.append(
"Its typical average damage is " + (min() + (max() - min()) / 2) + " points per hit " +
"and usually it requires " + typicalSTR() + " points of strength. " );
if (typicalSTR() > Dungeon.hero.STR()) {
@@ -116,16 +116,16 @@ public class MeleeWeapon extends Weapon {
info.append( " weapon. ");
} else if (ACU != 1f) {
info.append( "This is a rather " + (ACU > 1f ? "accurate" : "inaccurate") + " weapon. " );
}
switch (imbue) {
case LIGHT:
info.append( "It was balanced to be lighter. " );
break;
case HEAVY:
info.append( "It was balanced to be heavier. " );
break;
case NONE:
}
}
switch (imbue) {
case LIGHT:
info.append( "It was balanced to be lighter. " );
break;
case HEAVY:
info.append( "It was balanced to be heavier. " );
break;
case NONE:
}
if (enchantment != null) {
info.append( "It is enchanted." );
@@ -134,13 +134,13 @@ public class MeleeWeapon extends Weapon {
if (levelKnown && Dungeon.hero.belongings.backpack.items.contains( this )) {
if (STR > Dungeon.hero.STR()) {
info.append( p );
info.append(
info.append(
"Because of your inadequate strength the accuracy and speed " +
"of your attack with this " + name + " is decreased." );
}
if (STR < Dungeon.hero.STR()) {
info.append( p );
info.append(
info.append(
"Because of your excess strength the damage " +
"of your attack with this " + name + " is increased." );
}
@@ -148,8 +148,8 @@ public class MeleeWeapon extends Weapon {
if (isEquipped( Dungeon.hero )) {
info.append( p );
info.append( "You hold the " + name + " at the ready" +
(cursed ? ", and because it is cursed, you are powerless to let go." : ".") );
info.append( "You hold the " + name + " at the ready" +
(cursed ? ", and because it is cursed, you are powerless to let go." : ".") );
} else {
if (cursedKnown && cursed) {
info.append( p );
@@ -37,9 +37,9 @@ public class ShortSword extends MeleeWeapon {
private static final String TXT_SELECT_WEAPON = "Select a weapon to upgrade";
private static final String TXT_REFORGED =
private static final String TXT_REFORGED =
"you reforged the short sword to upgrade your %s";
private static final String TXT_NOT_BOOMERANG =
private static final String TXT_NOT_BOOMERANG =
"you can't upgrade a boomerang this way";
private static final float TIME_TO_REFORGE = 2f;
@@ -51,7 +51,7 @@ public class ShortSword extends MeleeWeapon {
image = ItemSpriteSheet.SHORT_SWORD;
unique = true;
bones = false;
bones = false;
}
public ShortSword() {
@@ -95,7 +95,7 @@ public class ShortSword extends MeleeWeapon {
@Override
public String desc() {
return
return
"It is indeed quite short, just a few inches longer, than a dagger.";
}
@@ -32,7 +32,7 @@ public class WarHammer extends MeleeWeapon {
@Override
public String desc() {
return
return
"Few creatures can withstand the crushing blow of this towering mass of lead and steel, " +
"but only the strongest of adventurers can use it effectively.";
}
@@ -37,8 +37,8 @@ public class Boomerang extends MissileWeapon {
stackable = false;
unique = true;
bones = false;
unique = true;
bones = false;
}
@Override
@@ -69,56 +69,56 @@ public class Boomerang extends MissileWeapon {
return super.degrade();
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
if (attacker instanceof Hero && ((Hero)attacker).rangedWeapon == this) {
circleBack( defender.pos, (Hero)attacker );
}
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
if (attacker instanceof Hero && ((Hero)attacker).rangedWeapon == this) {
circleBack( defender.pos, (Hero)attacker );
}
}
@Override
protected void miss( int cell ) {
circleBack( cell, curUser );
}
@Override
protected void miss( int cell ) {
circleBack( cell, curUser );
}
private void circleBack( int from, Hero owner ) {
private void circleBack( int from, Hero owner ) {
((MissileSprite)curUser.sprite.parent.recycle( MissileSprite.class )).
reset( from, curUser.pos, curItem, null );
((MissileSprite)curUser.sprite.parent.recycle( MissileSprite.class )).
reset( from, curUser.pos, curItem, null );
if (throwEquiped) {
owner.belongings.weapon = this;
owner.spend( -TIME_TO_EQUIP );
if (throwEquiped) {
owner.belongings.weapon = this;
owner.spend( -TIME_TO_EQUIP );
Dungeon.quickslot.replaceSimilar(this);
updateQuickslot();
} else
if (!collect( curUser.belongings.backpack )) {
Dungeon.level.drop( this, owner.pos ).sprite.drop();
}
}
} else
if (!collect( curUser.belongings.backpack )) {
Dungeon.level.drop( this, owner.pos ).sprite.drop();
}
}
private boolean throwEquiped;
private boolean throwEquiped;
@Override
public void cast( Hero user, int dst ) {
throwEquiped = isEquipped( user );
super.cast( user, dst );
}
@Override
public void cast( Hero user, int dst ) {
throwEquiped = isEquipped( user );
super.cast( user, dst );
}
@Override
public String desc() {
String info =
"Thrown to the enemy this flat curved wooden missile will return to the hands of its thrower.";
switch (imbue) {
case LIGHT:
info += "\n\nIt was balanced to be lighter. ";
break;
case HEAVY:
info += "\n\nIt was balanced to be heavier. ";
break;
case NONE:
}
return info;
switch (imbue) {
case LIGHT:
info += "\n\nIt was balanced to be lighter. ";
break;
case HEAVY:
info += "\n\nIt was balanced to be heavier. ";
break;
case NONE:
}
return info;
}
}
@@ -55,7 +55,7 @@ public class CurareDart extends MissileWeapon {
@Override
public String desc() {
return
return
"These little evil darts don't do much damage but they can paralyze " +
"the target leaving it helpless and motionless for some time.";
}
@@ -30,7 +30,7 @@ public class Dart extends MissileWeapon {
MIN = 1;
MAX = 4;
bones = false; //Finding them in bones would be semi-frequent and disappointing.
bones = false; //Finding them in bones would be semi-frequent and disappointing.
}
public Dart() {
@@ -44,7 +44,7 @@ public class Dart extends MissileWeapon {
@Override
public String desc() {
return
return
"These simple metal spikes are weighted to fly true and " +
"sting their prey with a flick of the wrist.";
}
@@ -69,7 +69,7 @@ public class IncendiaryDart extends MissileWeapon {
@Override
public String desc() {
return
return
"The spike on each of these darts is designed to pin it to its target " +
"while the unstable compounds strapped to its length burst into brilliant flames.";
}
@@ -53,7 +53,7 @@ public class Javelin extends MissileWeapon {
@Override
public String desc() {
return
return
"This length of metal is weighted to keep the spike " +
"at its tip foremost as it sails through the air.";
}
@@ -38,7 +38,7 @@ public class MissileWeapon extends Weapon {
private static final String TXT_MISSILES = "Missile weapon";
private static final String TXT_YES = "Yes, I know what I'm doing";
private static final String TXT_NO = "No, I changed my mind";
private static final String TXT_R_U_SURE =
private static final String TXT_R_U_SURE =
"Do you really want to equip it as a melee weapon?";
{
@@ -61,37 +61,37 @@ public class MissileWeapon extends Weapon {
protected void onThrow( int cell ) {
Char enemy = Actor.findChar( cell );
if (enemy == null || enemy == curUser) {
if (this instanceof Boomerang)
super.onThrow( cell );
else
miss( cell );
if (this instanceof Boomerang)
super.onThrow( cell );
else
miss( cell );
} else {
if (!curUser.shoot( enemy, this )) {
miss( cell );
} else if (!(this instanceof Boomerang)){
int bonus = 0;
int bonus = 0;
for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class))
bonus += ((RingOfSharpshooting.Aim)buff).level;
for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class))
bonus += ((RingOfSharpshooting.Aim)buff).level;
if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null)
bonus += 3;
if (Random.Float() > Math.pow(0.7, bonus))
Buff.affect(enemy, PinCushion.class).stick(this);
}
if (Random.Float() > Math.pow(0.7, bonus))
Buff.affect(enemy, PinCushion.class).stick(this);
}
}
}
protected void miss( int cell ) {
int bonus = 0;
for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
bonus += ((RingOfSharpshooting.Aim)buff).level;
}
int bonus = 0;
for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
bonus += ((RingOfSharpshooting.Aim)buff).level;
}
//degraded ring of sharpshooting will even make missed shots break.
if (Random.Float() < Math.pow(0.6, -bonus))
super.onThrow( cell );
if (Random.Float() < Math.pow(0.6, -bonus))
super.onThrow( cell );
}
@Override
@@ -100,9 +100,9 @@ public class MissileWeapon extends Weapon {
super.proc( attacker, defender, damage );
Hero hero = (Hero)attacker;
if (hero.rangedWeapon == null && stackable) {
if (quantity == 1) {
doUnequip( hero, false, false );
if (hero.rangedWeapon == null && stackable) {
if (quantity == 1) {
doUnequip( hero, false, false );
} else {
detach( null );
}
@@ -111,7 +111,7 @@ public class MissileWeapon extends Weapon {
@Override
public boolean doEquip( final Hero hero ) {
GameScene.show(
GameScene.show(
new WndOptions( TXT_MISSILES, TXT_R_U_SURE, TXT_YES, TXT_NO ) {
@Override
protected void onSelect(int index) {
@@ -149,12 +149,12 @@ public class MissileWeapon extends Weapon {
if (Dungeon.hero.belongings.backpack.items.contains( this )) {
if (STR > Dungeon.hero.STR()) {
info.append(
info.append(
"\n\nBecause of your inadequate strength the accuracy and speed " +
"of your attack with this " + name + " is decreased." );
}
if (STR < Dungeon.hero.STR() && Dungeon.hero.heroClass == HeroClass.HUNTRESS) {
info.append(
info.append(
"\n\nBecause of your excess strength the damage " +
"of your attack with this " + name + " is increased." );
}
@@ -163,7 +163,7 @@ public class MissileWeapon extends Weapon {
info.append( "\n\nAs this weapon is designed to be used at a distance, it is much less accurate if used at melee range.");
if (isEquipped( Dungeon.hero )) {
info.append( "\n\nYou hold the " + name + " at the ready." );
info.append( "\n\nYou hold the " + name + " at the ready." );
}
return info.toString();
@@ -46,7 +46,7 @@ public class Shuriken extends MissileWeapon {
@Override
public String desc() {
return
return
"Star-shaped pieces of metal with razor-sharp blades do significant damage " +
"when they hit a target. They can be thrown at very high rate.";
}
@@ -49,11 +49,11 @@ public class Tamahawk extends MissileWeapon {
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
Buff.affect( defender, Bleeding.class ).set( damage );
}
}
@Override
public String desc() {
return
return
"This throwing axe is not that heavy, but it still " +
"requires significant strength to be used effectively.";
}