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2015-12-21 18:04:42 -05:00

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Java

/*
* 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 <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments;
import java.util.ArrayList;
import java.util.HashSet;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SparkParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.LightningTrap;
import com.watabou.utils.Random;
public class Shock extends Weapon.Enchantment {
private static final String TXT_SHOCKING = "shocking %s";
@Override
public boolean proc( Weapon weapon, Char attacker, Char defender, int damage ) {
// lvl 0 - 25%
// lvl 1 - 40%
// lvl 2 - 50%
int level = Math.max( 0, weapon.level() );
if (Random.Int( level + 4 ) >= 3) {
affected.clear();
affected.add(attacker);
arcs.clear();
arcs.add(new Lightning.Arc(attacker.pos, defender.pos));
hit(defender, Random.Int(1, damage / 2));
attacker.sprite.parent.add( new Lightning( arcs, null ) );
return true;
} else {
return false;
}
}
@Override
public String name( String weaponName ) {
return String.format( TXT_SHOCKING, weaponName );
}
private ArrayList<Char> affected = new ArrayList<>();
private ArrayList<Lightning.Arc> arcs = new ArrayList<>();
private void hit( Char ch, int damage ) {
if (damage < 1) {
return;
}
affected.add(ch);
ch.damage(Level.water[ch.pos] && !ch.flying ? (int) (damage * 2) : damage, LightningTrap.LIGHTNING);
ch.sprite.centerEmitter().burst(SparkParticle.FACTORY, 3);
ch.sprite.flash();
HashSet<Char> ns = new HashSet<Char>();
for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
Char n = Actor.findChar( ch.pos + Level.NEIGHBOURS8[i] );
if (n != null && !affected.contains( n )) {
arcs.add(new Lightning.Arc(ch.pos, n.pos));
hit(n, Random.Int(damage / 2, damage));
}
}
}
}