/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2016 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.levels.traps; import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.Char; import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter; import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning; import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SparkParticle; import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.sprites.TrapSprite; import com.shatteredpixel.shatteredpixeldungeon.utils.GLog; import com.watabou.noosa.Camera; import com.watabou.utils.Random; import java.util.ArrayList; public class LightningTrap extends Trap { { color = TrapSprite.TEAL; shape = TrapSprite.CROSSHAIR; } @Override public void activate() { Char ch = Actor.findChar( pos ); if (ch != null) { ch.damage( Math.max( 1, Random.Int( ch.HP / 3, 2 * ch.HP / 3 ) ), LIGHTNING ); if (ch == Dungeon.hero) { Camera.main.shake( 2, 0.3f ); if (!ch.isAlive()) { Dungeon.fail( getClass() ); GLog.n( Messages.get(this, "ondeath") ); } } ArrayList arcs = new ArrayList<>(); arcs.add(new Lightning.Arc(pos - Level.WIDTH, pos + Level.WIDTH)); arcs.add(new Lightning.Arc(pos - 1, pos + 1)); ch.sprite.parent.add( new Lightning( arcs, null ) ); } Heap heap = Dungeon.level.heaps.get(pos); if (heap != null){ //TODO: this should probably charge staffs too Item item = heap.items.peek(); if (item instanceof Wand){ Wand wand = (Wand)item; ((Wand)item).curCharges += (int)Math.ceil((wand.maxCharges - wand.curCharges)/2f); } } CellEmitter.center( pos ).burst( SparkParticle.FACTORY, Random.IntRange( 3, 4 ) ); } //FIXME: this is bad, handle when you rework resistances, make into a category public static final Electricity LIGHTNING = new Electricity(); public static class Electricity { } }