/*
* 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 com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.PurpleParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Death;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Callback;
import com.watabou.utils.Random;
public class WandOfDisintegration extends Wand {
{
name = "Wand of Disintegration";
image = ItemSpriteSheet.WAND_DISINTEGRATION;
collisionProperties = Ballistica.WONT_STOP;
}
@Override
protected void onZap( Ballistica beam ) {
boolean terrainAffected = false;
int level = level();
int maxDistance = Math.min(distance(), beam.dist);
ArrayList chars = new ArrayList();
int terrainPassed = 2, terrainBonus = 0;
for (int c : beam.subPath(1, maxDistance)) {
Char ch;
if ((ch = Actor.findChar( c )) != null) {
//we don't want to count passed terrain after the last enemy hit. That would be a lot of bonus levels.
//terrainPassed starts at 2, equivalent of rounding up when /3 for integer arithmetic.
terrainBonus += terrainPassed/3;
terrainPassed = terrainPassed%3;
chars.add( ch );
}
if (Level.flamable[c]) {
Level.set( c, Terrain.EMBERS );
GameScene.updateMap( c );
terrainAffected = true;
}
if (!Level.passable[c])
terrainPassed++;
CellEmitter.center( c ).burst( PurpleParticle.BURST, Random.IntRange( 1, 2 ) );
}
if (terrainAffected) {
Dungeon.observe();
}
int lvl = level + chars.size() + terrainBonus;
int dmgMin = lvl;
int dmgMax = (int) (8 + lvl * lvl / 3f);
for (Char ch : chars) {
ch.damage( Random.NormalIntRange( dmgMin, dmgMax ), this );
ch.sprite.centerEmitter().burst( PurpleParticle.BURST, Random.IntRange( 1, 2 ) );
ch.sprite.flash();
}
}
@Override
public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
//less likely Grim proc
if (Random.Int(3) == 0)
new Death().proc( staff, attacker, defender, damage);
}
private int distance() {
return level()*2 + 4;
}
@Override
protected void fx( Ballistica beam, Callback callback ) {
int cell = beam.path.get(Math.min(beam.dist, distance()));
curUser.sprite.parent.add(new Beam.DeathRay(curUser.sprite.center(), DungeonTilemap.tileCenterToWorld( cell )));
callback.call();
}
@Override
public void staffFx(MagesStaff.StaffParticle particle) {
particle.color(0x220022);
particle.am = 0.6f;
particle.setLifespan(0.6f);
particle.acc.set(40, -40);
particle.setSize(0f, 3f);
particle.shuffleXY(2f);
}
@Override
public String desc() {
return
"This wand is made from a solid smooth chunk of obsidian, with a deep purple light running up its side, " +
"ending at the tip. It glows with destructive energy, waiting to shoot forward.\n\n" +
"This wand shoots a beam that pierces any obstacle, and will go farther the more it is upgraded.\n\n" +
"This wand deals bonus damage the more enemies and terrain it penetrates.";
}
}