/* * 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.weapon.enchantments; import java.util.ArrayList; import java.util.HashSet; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SparkParticle; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.LightningTrap; import com.watabou.utils.Random; public class Shock extends Weapon.Enchantment { private static final String TXT_SHOCKING = "shocking %s"; @Override public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) { // lvl 0 - 25% // lvl 1 - 40% // lvl 2 - 50% int level = Math.max( 0, weapon.level() ); if (Random.Int( level + 4 ) >= 3) { affected.clear(); affected.add(attacker); arcs.clear(); arcs.add(new Lightning.Arc(attacker.pos, defender.pos)); hit(defender, Random.Int(1, damage / 2)); attacker.sprite.parent.add( new Lightning( arcs, null ) ); return true; } else { return false; } } @Override public String name( String weaponName ) { return String.format( TXT_SHOCKING, weaponName ); } private ArrayList affected = new ArrayList<>(); private ArrayList arcs = new ArrayList<>(); private void hit( Char ch, int damage ) { if (damage < 1) { return; } affected.add(ch); ch.damage(Level.water[ch.pos] && !ch.flying ? (int) (damage * 2) : damage, LightningTrap.LIGHTNING); ch.sprite.centerEmitter().burst(SparkParticle.FACTORY, 3); ch.sprite.flash(); HashSet ns = new HashSet(); for (int i=0; i < Level.NEIGHBOURS8.length; i++) { Char n = Actor.findChar( ch.pos + Level.NEIGHBOURS8[i] ); if (n != null && !affected.contains( n )) { arcs.add(new Lightning.Arc(ch.pos, n.pos)); hit(n, Random.Int(damage / 2, damage)); } } } }