/*
* 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 com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.items.Dewdrop;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
import com.shatteredpixel.shatteredpixeldungeon.plants.BlandfruitBush;
import com.shatteredpixel.shatteredpixeldungeon.plants.Plant;
import com.shatteredpixel.shatteredpixeldungeon.plants.Starflower;
import com.shatteredpixel.shatteredpixeldungeon.plants.Sungrass;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.noosa.audio.Sample;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Regrowth;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.watabou.utils.Callback;
import com.watabou.utils.ColorMath;
import com.watabou.utils.Random;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.Iterator;
public class WandOfRegrowth extends Wand {
{
name = "Wand of Regrowth";
image = ItemSpriteSheet.WAND_REGROWTH;
collisionProperties = Ballistica.STOP_TERRAIN;
}
//the actual affected cells
private HashSet affectedCells;
//the cells to trace growth particles to, for visual effects.
private HashSet visualCells;
private int direction = 0;
@Override
protected void onZap( Ballistica bolt ) {
//ignore tiles which can't have anything grow in them.
for (Iterator i = affectedCells.iterator(); i.hasNext();) {
int c = Dungeon.level.map[i.next()];
if (!(c == Terrain.EMPTY ||
c == Terrain.EMBERS ||
c == Terrain.EMPTY_DECO ||
c == Terrain.GRASS ||
c == Terrain.HIGH_GRASS)) {
i.remove();
}
}
float numPlants, numDews, numPods, numStars;
int chrgUsed = chargesPerCast();
//numbers greater than n*100% means n garunteed plants, e.g. 210% = 2 plants w/10% chance for 3 plants.
numPlants = 0.2f + chrgUsed*chrgUsed*0.020f; //scales from 22% to 220%
numDews = 0.05f + chrgUsed*chrgUsed*0.016f; //scales from 6.6% to 165%
numPods = 0.02f + chrgUsed*chrgUsed*0.013f; //scales from 3.3% to 135%
numStars = (chrgUsed*chrgUsed*chrgUsed/5f)*0.005f; //scales from 0.1% to 100%
placePlants(numPlants, numDews, numPods, numStars);
for (int i : affectedCells){
int c = Dungeon.level.map[i];
if (c == Terrain.EMPTY ||
c == Terrain.EMBERS ||
c == Terrain.EMPTY_DECO) {
Level.set( i, Terrain.GRASS );
}
GameScene.add( Blob.seed( i, 10, Regrowth.class ) );
}
}
private void spreadRegrowth(int cell, float strength){
if (strength >= 0 && Level.passable[cell] && !Level.losBlocking[cell]){
affectedCells.add(cell);
if (strength >= 1.5f) {
spreadRegrowth(cell + Level.NEIGHBOURS8[left(direction)], strength - 1.5f);
spreadRegrowth(cell + Level.NEIGHBOURS8[direction], strength - 1.5f);
spreadRegrowth(cell + Level.NEIGHBOURS8[right(direction)], strength-1.5f);
} else {
visualCells.add(cell);
}
} else if (!Level.passable[cell] || Level.losBlocking[cell])
visualCells.add(cell);
}
private void placePlants(float numPlants, float numDews, float numPods, float numStars){
Iterator cells = affectedCells.iterator();
Level floor = Dungeon.level;
while(cells.hasNext() && Random.Float() <= numPlants){
Plant.Seed seed = (Plant.Seed) Generator.random(Generator.Category.SEED);
if (seed instanceof BlandfruitBush.Seed) {
if (Random.Int(15) - Dungeon.limitedDrops.blandfruitSeed.count >= 0) {
floor.plant(seed, cells.next());
Dungeon.limitedDrops.blandfruitSeed.count++;
}
} else
floor.plant(seed, cells.next());
numPlants --;
}
while (cells.hasNext() && Random.Float() <= numDews){
floor.plant(new Dewcatcher.Seed(), cells.next());
numDews --;
}
while (cells.hasNext() && Random.Float() <= numPods){
floor.plant(new Seedpod.Seed(), cells.next());
numPods --;
}
while (cells.hasNext() && Random.Float() <= numStars){
floor.plant(new Starflower.Seed(), cells.next());
numStars --;
}
}
private int left(int direction){
return direction == 0 ? 7 : direction-1;
}
private int right(int direction){
return direction == 7 ? 0 : direction+1;
}
@Override
public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
//like vampiric enchantment, except with herbal healing buff
int level = Math.max( 0, 0/*staff level*/ );
// lvl 0 - 33%
// lvl 1 - 43%
// lvl 2 - 50%
int maxValue = damage * (level + 2) / (level + 6);
int effValue = Math.min( Random.IntRange(0, maxValue), attacker.HT - attacker.HP );
Buff.affect(attacker, Sungrass.Health.class).boost( effValue );
}
protected void fx( Ballistica bolt, Callback callback ) {
affectedCells = new HashSet<>();
visualCells = new HashSet<>();
int maxDist = Math.round(1.2f + chargesPerCast()*.8f);
int dist = Math.min(bolt.dist, maxDist);
for (int i = 0; i < Level.NEIGHBOURS8.length; i++){
if (bolt.sourcePos+Level.NEIGHBOURS8[i] == bolt.path.get(1)){
direction = i;
break;
}
}
float strength = maxDist;
for (int c : bolt.subPath(1, dist)) {
strength--; //as we start at dist 1, not 0.
if (!Level.losBlocking[c]) {
affectedCells.add(c);
spreadRegrowth(c + Level.NEIGHBOURS8[left(direction)], strength - 1);
spreadRegrowth(c + Level.NEIGHBOURS8[direction], strength - 1);
spreadRegrowth(c + Level.NEIGHBOURS8[right(direction)], strength - 1);
} else {
visualCells.add(c);
}
}
//going to call this one manually
visualCells.remove(bolt.path.get(dist));
for (int cell : visualCells){
//this way we only get the cells at the tip, much better performance.
MagicMissile.foliage(curUser.sprite.parent, bolt.sourcePos, cell, null);
}
MagicMissile.foliage( curUser.sprite.parent, bolt.sourcePos, bolt.path.get(dist), callback );
Sample.INSTANCE.play( Assets.SND_ZAP );
}
@Override
protected int initialCharges() {
return 1;
}
@Override
//consumes all available charges, needs at least one.
protected int chargesPerCast() {
return Math.max(1, curCharges);
}
@Override
public void staffFx(MagesStaff.StaffParticle particle) {
particle.color( ColorMath.random(0x004400, 0x88CC44) );
particle.am = 1f;
particle.setLifespan(1.2f);
particle.setSize( 1f, 2f);
particle.shuffleXY(1f);
float dst = Random.Float(11f);
particle.x -= dst;
particle.y += dst;
}
@Override
public String desc() {
return
"This wand is made from a thin shaft of expertly carved wood. " +
"Somehow it is still alive and vibrant, bright green like a young tree's core.\n" +
"\n" +
"When used, this wand will consume all its charges to blast magical regrowth energy outward " +
"in a cone. This magic will cause grass, roots, and rare plants to spring to life.\n" +
"\n" +
"\"When life ceases new life always begins to grow... The eternal cycle always remains!\"";
}
public static class Dewcatcher extends Plant{
{
image = 12;
plantName = "Dewcatcher";
}
@Override
public void activate() {
int nDrops = Random.NormalIntRange(2, 8);
ArrayList candidates = new ArrayList();
for (int i : Level.NEIGHBOURS8){
if (Level.passable[pos+i]){
candidates.add(pos+i);
}
}
for (int i = 0; i < nDrops && !candidates.isEmpty(); i++){
Integer c = Random.element(candidates);
Dungeon.level.drop(new Dewdrop(), c).sprite.drop(pos);
candidates.remove(c);
}
}
@Override
public String desc() {
return "Dewcatchers camouflage as grass to avoid attention, " +
"but their bulges of collected dew give them away.";
}
//seed is never dropped, only care about plant class
public static class Seed extends Plant.Seed {
{
plantClass = Dewcatcher.class;
}
}
}
public static class Seedpod extends Plant{
{
image = 13;
plantName = "Seed Pod";
}
@Override
public void activate() {
int nSeeds = Random.NormalIntRange(1, 5);
ArrayList candidates = new ArrayList();
for (int i : Level.NEIGHBOURS8){
if (Level.passable[pos+i]){
candidates.add(pos+i);
}
}
for (int i = 0; i < nSeeds && !candidates.isEmpty(); i++){
Integer c = Random.element(candidates);
Dungeon.level.drop(Generator.random(Generator.Category.SEED), c).sprite.drop(pos);
candidates.remove(c);
}
}
@Override
public String desc() {
return "Seed Pods look pretty, but the seeds they carry are actually " +
"stolen from other plants they kill with their roots.";
}
//seed is never dropped, only care about plant class
public static class Seed extends Plant.Seed {
{
plantClass = Seedpod.class;
}
}
}
}