175 lines
5.1 KiB
Java
175 lines
5.1 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2015 Evan Debenham
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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.weapon.missiles;
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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.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.PinCushion;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndOptions;
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import com.watabou.utils.Random;
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public class MissileWeapon extends Weapon {
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private static final String TXT_MISSILES = "Missile weapon";
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private static final String TXT_YES = "Yes, I know what I'm doing";
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private static final String TXT_NO = "No, I changed my mind";
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private static final String TXT_R_U_SURE =
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"Do you really want to equip it as a melee weapon?";
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{
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stackable = true;
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levelKnown = true;
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defaultAction = AC_THROW;
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}
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@Override
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public ArrayList<String> actions( Hero hero ) {
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ArrayList<String> actions = super.actions( hero );
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if (hero.heroClass != HeroClass.HUNTRESS && hero.heroClass != HeroClass.ROGUE) {
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actions.remove( AC_EQUIP );
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actions.remove( AC_UNEQUIP );
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}
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return actions;
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}
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@Override
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protected void onThrow( int cell ) {
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Char enemy = Actor.findChar( cell );
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if (enemy == null || enemy == curUser) {
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if (this instanceof Boomerang)
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super.onThrow( cell );
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else
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miss( cell );
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} else {
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if (!curUser.shoot( enemy, this )) {
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miss( cell );
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} else if (!(this instanceof Boomerang)){
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int bonus = 0;
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for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class))
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bonus += ((RingOfSharpshooting.Aim)buff).level;
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if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null)
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bonus += 3;
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if (Random.Float() > Math.pow(0.7, bonus))
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Buff.affect(enemy, PinCushion.class).stick(this);
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}
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}
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}
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protected void miss( int cell ) {
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int bonus = 0;
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for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
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bonus += ((RingOfSharpshooting.Aim)buff).level;
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}
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//degraded ring of sharpshooting will even make missed shots break.
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if (Random.Float() < Math.pow(0.6, -bonus))
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super.onThrow( cell );
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}
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@Override
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public void proc( Char attacker, Char defender, int damage ) {
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super.proc( attacker, defender, damage );
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Hero hero = (Hero)attacker;
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if (hero.rangedWeapon == null && stackable) {
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if (quantity == 1) {
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doUnequip( hero, false, false );
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} else {
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detach( null );
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}
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}
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}
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@Override
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public boolean doEquip( final Hero hero ) {
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GameScene.show(
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new WndOptions( TXT_MISSILES, TXT_R_U_SURE, TXT_YES, TXT_NO ) {
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@Override
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protected void onSelect(int index) {
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if (index == 0) {
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MissileWeapon.super.doEquip( hero );
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}
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};
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}
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);
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return false;
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}
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@Override
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public Item random() {
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return this;
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}
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@Override
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public boolean isUpgradable() {
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return false;
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}
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@Override
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public boolean isIdentified() {
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return true;
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}
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@Override
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public String info() {
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StringBuilder info = new StringBuilder( desc() );
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info.append( "\n\nAverage damage of this weapon equals to " + (MIN + (MAX - MIN) / 2) + " points per hit. " );
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if (Dungeon.hero.belongings.backpack.items.contains( this )) {
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if (STR > Dungeon.hero.STR()) {
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info.append(
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"\n\nBecause of your inadequate strength the accuracy and speed " +
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"of your attack with this " + name + " is decreased." );
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}
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if (STR < Dungeon.hero.STR() && Dungeon.hero.heroClass == HeroClass.HUNTRESS) {
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info.append(
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"\n\nBecause of your excess strength the damage " +
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"of your attack with this " + name + " is increased." );
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}
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}
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info.append( "\n\nAs this weapon is designed to be used at a distance, it is much less accurate if used at melee range.");
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if (isEquipped( Dungeon.hero )) {
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info.append( "\n\nYou hold the " + name + " at the ready." );
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}
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return info.toString();
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}
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}
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