/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 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
*/
package com.shatteredpixel.shatteredpixeldungeon.items.wands;
import java.util.ArrayList;
import java.util.HashSet;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Shock;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.noosa.Camera;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.ResultDescriptions;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SparkParticle;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.LightningTrap;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
import com.watabou.utils.Callback;
import com.watabou.utils.Random;
public class WandOfLightning extends Wand {
{
name = "Wand of Lightning";
image = ItemSpriteSheet.WAND_LIGHTNING;
}
private ArrayList affected = new ArrayList<>();
ArrayList arcs = new ArrayList<>();
@Override
protected void onZap( Ballistica bolt ) {
//lightning deals less damage per-target, the more targets that are hit.
float multipler = (0.6f + 0.4f*affected.size())/affected.size();
if (Level.water[bolt.collisionPos]) multipler *= 1.5f;
int min = 5+level;
int max = Math.round(10 + (level * level / 4f));
for (Char ch : affected){
ch.damage(Math.round(Random.NormalIntRange(min, max) * multipler), LightningTrap.LIGHTNING);
if (ch == Dungeon.hero) Camera.main.shake( 2, 0.3f );
ch.sprite.centerEmitter().burst( SparkParticle.FACTORY, 3 );
ch.sprite.flash();
}
if (!curUser.isAlive()) {
Dungeon.fail( Utils.format( ResultDescriptions.ITEM, name ) );
GLog.n( "You killed yourself with your own Wand of Lightning..." );
}
}
@Override
public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
//acts like shocking enchantment
new Shock().proc(staff, attacker, defender, damage);
}
private void arc( Char ch ) {
affected.add( ch );
for (int i : Level.NEIGHBOURS8) {
int cell = ch.pos + i;
Char n = Actor.findChar( cell );
if (n != null && !affected.contains( n )) {
arcs.add(new Lightning.Arc(ch.pos, n.pos));
arc(n);
}
}
if (Level.water[ch.pos] && !ch.flying){
for (int i : Level.NEIGHBOURS8DIST2) {
int cell = ch.pos + i;
//player can only be hit by lightning from an adjacent enemy.
if (!Level.insideMap(cell) || Actor.findChar(cell) == Dungeon.hero) continue;
Char n = Actor.findChar( ch.pos + i );
if (n != null && !affected.contains( n )) {
arcs.add(new Lightning.Arc(ch.pos, n.pos));
arc(n);
}
}
}
}
@Override
protected void fx( Ballistica bolt, Callback callback ) {
affected.clear();
arcs.clear();
arcs.add( new Lightning.Arc(bolt.sourcePos, bolt.collisionPos));
int cell = bolt.collisionPos;
Char ch = Actor.findChar( cell );
if (ch != null) {
arc(ch);
} else {
CellEmitter.center( cell ).burst( SparkParticle.FACTORY, 3 );
}
//don't want to wait for the effect before processing damage.
curUser.sprite.parent.add( new Lightning( arcs, null ) );
callback.call();
}
@Override
public void staffFx(MagesStaff.StaffParticle particle) {
particle.color(0xFFFFFF);
particle.am = 0.6f;
particle.setLifespan(0.6f);
particle.acc.set(0, +10);
particle.speed.polar(-Random.Float(3.1415926f), 6f);
particle.setSize(0f, 1.5f);
particle.sizeJitter = 1f;
particle.shuffleXY(2f);
float dst = Random.Float(2f);
particle.x -= dst;
particle.y += dst;
}
@Override
public String desc() {
return
"This wand is made out of solid metal, making it surprisingly heavy. " +
"Two prongs curve together at the top, and electricity arcs between them.\n\n" +
"This wand sends powerful lightning arcing through whatever it is shot at. " +
"This electricity can bounce between many adjacent foes, and is more powerful in water. " +
"If you're too close, you may get shocked as well.";
}
}