/* * 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.missiles; import java.util.ArrayList; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff; import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.PinCushion; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting; import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.windows.WndOptions; import com.watabou.utils.Random; public class MissileWeapon extends Weapon { private static final String TXT_MISSILES = "Missile weapon"; private static final String TXT_YES = "Yes, I know what I'm doing"; private static final String TXT_NO = "No, I changed my mind"; private static final String TXT_R_U_SURE = "Do you really want to equip it as a melee weapon?"; { stackable = true; levelKnown = true; defaultAction = AC_THROW; } @Override public ArrayList actions( Hero hero ) { ArrayList actions = super.actions( hero ); if (hero.heroClass != HeroClass.HUNTRESS && hero.heroClass != HeroClass.ROGUE) { actions.remove( AC_EQUIP ); actions.remove( AC_UNEQUIP ); } return actions; } @Override protected void onThrow( int cell ) { Char enemy = Actor.findChar( cell ); if (enemy == null || enemy == curUser) { if (this instanceof Boomerang) super.onThrow( cell ); else miss( cell ); } else { if (!curUser.shoot( enemy, this )) { miss( cell ); } else if (!(this instanceof Boomerang)){ int bonus = 0; for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) bonus += ((RingOfSharpshooting.Aim)buff).level; if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null) bonus += 3; if (Random.Float() > Math.pow(0.7, bonus)) Buff.affect(enemy, PinCushion.class).stick(this); } } } protected void miss( int cell ) { int bonus = 0; for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) { bonus += ((RingOfSharpshooting.Aim)buff).level; } //degraded ring of sharpshooting will even make missed shots break. if (Random.Float() < Math.pow(0.6, -bonus)) super.onThrow( cell ); } @Override public void proc( Char attacker, Char defender, int damage ) { super.proc( attacker, defender, damage ); Hero hero = (Hero)attacker; if (hero.rangedWeapon == null && stackable) { if (quantity == 1) { doUnequip( hero, false, false ); } else { detach( null ); } } } @Override public boolean doEquip( final Hero hero ) { GameScene.show( new WndOptions( TXT_MISSILES, TXT_R_U_SURE, TXT_YES, TXT_NO ) { @Override protected void onSelect(int index) { if (index == 0) { MissileWeapon.super.doEquip( hero ); } }; } ); return false; } @Override public Item random() { return this; } @Override public boolean isUpgradable() { return false; } @Override public boolean isIdentified() { return true; } @Override public String info() { StringBuilder info = new StringBuilder( desc() ); info.append( "\n\nAverage damage of this weapon equals to " + (MIN + (MAX - MIN) / 2) + " points per hit. " ); if (Dungeon.hero.belongings.backpack.items.contains( this )) { if (STR > Dungeon.hero.STR()) { info.append( "\n\nBecause of your inadequate strength the accuracy and speed " + "of your attack with this " + name + " is decreased." ); } if (STR < Dungeon.hero.STR() && Dungeon.hero.heroClass == HeroClass.HUNTRESS) { info.append( "\n\nBecause of your excess strength the damage " + "of your attack with this " + name + " is increased." ); } } info.append( "\n\nAs this weapon is designed to be used at a distance, it is much less accurate if used at melee range."); if (isEquipped( Dungeon.hero )) { info.append( "\n\nYou hold the " + name + " at the ready." ); } return info.toString(); } }