/* * 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.rings; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; public class RingOfEvasion extends Ring { { name = "Ring of Evasion"; } @Override protected RingBuff buff( ) { return new Evasion(); } @Override public String desc() { return isKnown() ? "This ring obfuscates the true position of the wearer, making them harder to detect and attack. " + "This ring is much stronger while the user remains undetected, and if the user is targeted the power of " + "evasion will slowly fade away, remaining undetected will restore the ring's effectiveness. " + "A degraded ring will instead make the user easier to detect and strike.": super.desc(); } //yup, the only ring in the game with logic inside of its class public class Evasion extends RingBuff { public int effectiveLevel; private int pos; @Override public boolean attachTo( Char target ) { pos = target.pos; effectiveLevel = Math.min(0, level); return super.attachTo(target); } @Override public boolean act() { boolean seen = false; for (Mob enemy : Dungeon.level.mobs.toArray(new Mob[0])){ if (enemy.focusingHero()) { seen = true; break; } } if (level < 1){ effectiveLevel = level; } else if (seen) { effectiveLevel = Math.max(effectiveLevel - 1, 0); } else { effectiveLevel = Math.min(effectiveLevel + 1, level); } return super.act(); } } }