124 lines
3.8 KiB
Java
124 lines
3.8 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items.wands;
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import java.util.ArrayList;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.DeathRay;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.PurpleParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Death;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Random;
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public class WandOfDisintegration extends Wand {
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{
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name = "Wand of Disintegration";
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image = ItemSpriteSheet.WAND_DISINTEGRATION;
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collisionProperties = Ballistica.STOP_TERRAIN;
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}
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@Override
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protected void onZap( Ballistica beam ) {
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boolean terrainAffected = false;
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int level = level();
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int maxDistance = Math.min(distance(), beam.dist);
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ArrayList<Char> chars = new ArrayList<Char>();
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for (int c : beam.subPath(1, maxDistance)) {
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Char ch;
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if ((ch = Actor.findChar( c )) != null) {
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chars.add( ch );
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}
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int terr = Dungeon.level.map[c];
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if (terr == Terrain.DOOR || terr == Terrain.BARRICADE) {
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Level.set( c, Terrain.EMBERS );
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GameScene.updateMap( c );
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terrainAffected = true;
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} else if (terr == Terrain.HIGH_GRASS) {
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Level.set( c, Terrain.GRASS );
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GameScene.updateMap( c );
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terrainAffected = true;
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}
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CellEmitter.center( c ).burst( PurpleParticle.BURST, Random.IntRange( 1, 2 ) );
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}
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if (terrainAffected) {
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Dungeon.observe();
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}
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int lvl = level + chars.size();
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int dmgMin = lvl;
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int dmgMax = 8 + lvl * lvl / 3;
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for (Char ch : chars) {
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ch.damage( Random.NormalIntRange( dmgMin, dmgMax ), this );
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ch.sprite.centerEmitter().burst( PurpleParticle.BURST, Random.IntRange( 1, 2 ) );
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ch.sprite.flash();
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}
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}
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@Override
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public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
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//less likely Grim proc
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if (Random.Int(10) == 0)
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new Death().proc( staff, attacker, defender, damage);
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}
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private int distance() {
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return level() + 4;
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}
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@Override
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protected void fx( Ballistica beam, Callback callback ) {
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int cell = beam.path.get(Math.min(beam.dist, distance()));
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curUser.sprite.parent.add( new DeathRay( curUser.sprite.center(), DungeonTilemap.tileCenterToWorld( cell ) ) );
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callback.call();
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}
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@Override
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public String desc() {
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return
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"This wand emits a beam of destructive energy, which pierces all creatures in its way. " +
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"The more targets it hits, the more damage it inflicts to each of them.";
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}
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}
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