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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/items/KindOfWeapon.java
T

115 lines
2.6 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.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.utils.Random;
abstract public class KindOfWeapon extends EquipableItem {
protected static final float TIME_TO_EQUIP = 1f;
@Override
public boolean isEquipped( Hero hero ) {
return hero.belongings.weapon == this;
}
@Override
public boolean doEquip( Hero hero ) {
detachAll( hero.belongings.backpack );
if (hero.belongings.weapon == null || hero.belongings.weapon.doUnequip( hero, true )) {
hero.belongings.weapon = this;
activate( hero );
updateQuickslot();
cursedKnown = true;
if (cursed) {
equipCursed( hero );
GLog.n( Messages.get(KindOfWeapon.class, "cursed") );
}
hero.spendAndNext( TIME_TO_EQUIP );
return true;
} else {
collect( hero.belongings.backpack );
return false;
}
}
@Override
public boolean doUnequip( Hero hero, boolean collect, boolean single ) {
if (super.doUnequip( hero, collect, single )) {
hero.belongings.weapon = null;
return true;
} else {
return false;
}
}
public int min(){
return min(level());
}
public int max(){
return max(level());
}
abstract public int min(int lvl);
abstract public int max(int lvl);
public int damageRoll( Hero owner ) {
return Random.NormalIntRange( min(), max() );
}
public float accuracyFactor(Hero hero ) {
return 1f;
}
public float speedFactor( Hero hero ) {
return 1f;
}
public int reachFactor( Hero hero ){
return 1;
}
public int defenceFactor( Hero hero ) {
return 0;
}
public void proc( Char attacker, Char defender, int damage ) {
}
}