/* * 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 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.messages.Messages; import com.watabou.utils.Random; import java.util.ArrayList; abstract public class MissileWeapon extends Weapon { { stackable = true; levelKnown = true; defaultAction = AC_THROW; usesTargeting = true; } @Override public ArrayList actions( Hero hero ) { ArrayList actions = super.actions( hero ); actions.remove( AC_EQUIP ); 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)){ if (enemy.isAlive()) Buff.affect(enemy, PinCushion.class).stick(this); else Dungeon.level.drop( this, enemy.pos).sprite.drop(); } } } } 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 Item random() { return this; } @Override public boolean isUpgradable() { return false; } @Override public boolean isIdentified() { return true; } @Override public String info() { String info = desc(); info += "\n\n" + Messages.get( Weapon.class, "avg_dmg",(min() + (max() - min()) / 2)); if (STR > Dungeon.hero.STR()) { info += Messages.get(Weapon.class, "too_heavy"); } info += "\n\n" + Messages.get(MissileWeapon.class, "distance"); return info; } }