package com.shatteredpixel.shatteredpixeldungeon.actors.buffs; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Thief; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.food.FrozenCarpaccio; import com.shatteredpixel.shatteredpixeldungeon.items.food.MysteryMeat; import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion; import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite; import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; import com.watabou.utils.Random; import java.text.DecimalFormat; /** * Created by debenhame on 23/04/2015. */ public class Chill extends FlavourBuff { private static final String TXT_FREEZES = "%s freezes!"; { type = buffType.NEGATIVE; } @Override public boolean attachTo(Char target) { //can't chill what's frozen! if (target.buff(Frost.class) != null) return false; if (super.attachTo(target)){ Burning.detach( target, Burning.class ); //chance of potion breaking is the same as speed factor. if (Random.Float(1f) > speedFactor() && target instanceof Hero) { Hero hero = (Hero)target; Item item = hero.belongings.randomUnequipped(); if (item instanceof Potion) { item = item.detach( hero.belongings.backpack ); GLog.w(TXT_FREEZES, item.toString()); ((Potion) item).shatter(hero.pos); } else if (item instanceof MysteryMeat) { item = item.detach( hero.belongings.backpack ); FrozenCarpaccio carpaccio = new FrozenCarpaccio(); if (!carpaccio.collect( hero.belongings.backpack )) { Dungeon.level.drop( carpaccio, target.pos ).sprite.drop(); } GLog.w(TXT_FREEZES, item.toString()); } } else if (target instanceof Thief && ((Thief)target).item instanceof Potion) { ((Potion) ((Thief)target).item).shatter( target.pos ); ((Thief) target).item = null; } return true; } else { return false; } } //reduces speed by 10% for every turn remaining, capping at 50% public float speedFactor(){ return Math.max(0.5f, 1 - cooldown()*0.1f); } @Override public int icon() { return BuffIndicator.FROST; } @Override public void fx(boolean on) { if (on) target.sprite.add(CharSprite.State.CHILLED); else target.sprite.remove(CharSprite.State.CHILLED); } @Override public String toString() { return "Chilled"; } @Override public String desc() { return "Not quite frozen, but still much too cold.\n" + "\n" + "Chilled targets perform all actions more slowly, depending on how many turns are left in the effect. " + "At it's worst, this is equivalent to being slowed.\n" + "\n" + "This chilled will last for " + dispTurns() + ", " + "and is currently reducing speed by " + new DecimalFormat("#.##").format((1f-speedFactor())*100f) + "%"; } }