v0.4.0: renamed enchant classes
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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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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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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 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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import java.util.ArrayList;
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import java.util.HashSet;
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public class Shocking extends Weapon.Enchantment {
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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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affected.clear();
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affected.add(attacker);
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arcs.clear();
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arcs.add(new Lightning.Arc(attacker.pos, defender.pos));
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hit(defender, Random.Int(1, damage / 2));
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attacker.sprite.parent.add( new Lightning( arcs, 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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private ArrayList<Char> affected = new ArrayList<>();
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private ArrayList<Lightning.Arc> arcs = new ArrayList<>();
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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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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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arcs.add(new Lightning.Arc(ch.pos, n.pos));
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hit(n, Random.Int(damage / 2, damage));
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}
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}
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}
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}
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