133 lines
3.9 KiB
Java
133 lines
3.9 KiB
Java
/*
|
|
* 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 <http://www.gnu.org/licenses/>
|
|
*/
|
|
package com.shatteredpixel.shatteredpixeldungeon.items;
|
|
|
|
import com.shatteredpixel.shatteredpixeldungeon.Assets;
|
|
import com.shatteredpixel.shatteredpixeldungeon.Badges;
|
|
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
|
|
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
|
|
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
|
|
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
|
|
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
|
|
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
|
|
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
|
|
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
|
|
import com.shatteredpixel.shatteredpixeldungeon.windows.WndBag;
|
|
import com.shatteredpixel.shatteredpixeldungeon.windows.WndItem;
|
|
import com.watabou.noosa.audio.Sample;
|
|
|
|
import java.util.ArrayList;
|
|
|
|
public class BrokenSeal extends Item {
|
|
|
|
public static final String AC_AFFIX = "AFFIX";
|
|
|
|
//only to be used from the quickslot, for tutorial purposes mostly.
|
|
public static final String AC_INFO = "INFO_WINDOW";
|
|
|
|
{
|
|
image = ItemSpriteSheet.SEAL;
|
|
|
|
cursedKnown = levelKnown = true;
|
|
unique = true;
|
|
bones = false;
|
|
|
|
defaultAction = AC_INFO;
|
|
}
|
|
|
|
@Override
|
|
public ArrayList<String> actions(Hero hero) {
|
|
ArrayList<String> actions = super.actions(hero);
|
|
actions.add(AC_AFFIX);
|
|
return actions;
|
|
}
|
|
|
|
@Override
|
|
public void execute(Hero hero, String action) {
|
|
|
|
super.execute(hero, action);
|
|
|
|
if (action.equals(AC_AFFIX)){
|
|
curItem = this;
|
|
GameScene.selectItem(armorSelector, WndBag.Mode.ARMOR, Messages.get(this, "prompt"));
|
|
} else if (action.equals(AC_INFO)) {
|
|
GameScene.show(new WndItem(null, this, true));
|
|
}
|
|
}
|
|
|
|
@Override
|
|
//scroll of upgrade can be used directly once, same as upgrading armor the seal is affixed to then removing it.
|
|
public boolean isUpgradable() {
|
|
return level() == 0;
|
|
}
|
|
|
|
protected static WndBag.Listener armorSelector = new WndBag.Listener() {
|
|
@Override
|
|
public void onSelect( Item item ) {
|
|
if (item != null && item instanceof Armor) {
|
|
Armor armor = (Armor)item;
|
|
if (!armor.levelKnown){
|
|
GLog.w(Messages.get(BrokenSeal.class, "unknown_armor"));
|
|
} else if (armor.cursed || armor.level() < 0){
|
|
GLog.w(Messages.get(BrokenSeal.class, "degraded_armor"));
|
|
} else {
|
|
GLog.p(Messages.get(BrokenSeal.class, "affix"));
|
|
Dungeon.hero.sprite.operate(Dungeon.hero.pos);
|
|
Sample.INSTANCE.play(Assets.SND_UNLOCK);
|
|
armor.affixSeal((BrokenSeal)curItem);
|
|
curItem.detach(Dungeon.hero.belongings.backpack);
|
|
Badges.validateTutorial();
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
public static class WarriorShield extends Buff {
|
|
|
|
private Armor armor;
|
|
private float partialShield;
|
|
|
|
@Override
|
|
public boolean act() {
|
|
if (armor == null) detach();
|
|
else if (armor.isEquipped((Hero)target)) {
|
|
if (target.SHLD < maxShield()){
|
|
partialShield += 1/(35*Math.pow(0.885f, (maxShield() - target.SHLD - 1)));
|
|
}
|
|
}
|
|
while (partialShield >= 1){
|
|
target.SHLD++;
|
|
partialShield--;
|
|
}
|
|
spend(TICK);
|
|
return true;
|
|
}
|
|
|
|
public void setArmor(Armor arm){
|
|
armor = arm;
|
|
}
|
|
|
|
public int maxShield() {
|
|
return 1 + armor.tier + armor.level();
|
|
}
|
|
}
|
|
}
|