/* * Pixel Dungeon * Copyright (C) 2012-2014 Oleg Dolya * * 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.scrolls; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FlavourBuff; import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator; import com.watabou.noosa.audio.Sample; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.EnergyParticle; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; public class ScrollOfRecharging extends Scroll { public static final float BUFF_DURATION = 30f; { name = "Scroll of Recharging"; initials = "Re"; } @Override protected void doRead() { Buff.affect(curUser, Recharging.class, BUFF_DURATION); charge(curUser); Sample.INSTANCE.play( Assets.SND_READ ); Invisibility.dispel(); GLog.i( "a surge of energy courses through your body, invigorating your wands."); SpellSprite.show( curUser, SpellSprite.CHARGE ); setKnown(); curUser.spendAndNext( TIME_TO_READ ); } @Override public String desc() { return "The raw magical power bound up in this parchment will, when released, " + "charge up all the users wands over time."; } public static void charge( Hero hero ) { hero.sprite.centerEmitter().burst( EnergyParticle.FACTORY, 15 ); } @Override public int price() { return isKnown() ? 40 * quantity : super.price(); } public static class Recharging extends FlavourBuff { @Override public int icon() { return BuffIndicator.RECHARGING; } @Override public String toString() { return "Recharging"; } //want to process partial turns for this buff, and not count it when it's expiring. //firstly, if this buff has half a turn left, should give out half the benefit. //secondly, recall that buffs execute in random order, so this can cause a problem where we can't simply check //if this buff is still attached, must instead directly check its remaining time, and act accordingly. //otherwise this causes inconsistent behaviour where this may detach before, or after, a wand charger acts. public float remainder() { return Math.min(1f, this.cooldown()); } } }