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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/items/weapon/missiles/MissileWeapon.java
T
2016-05-08 18:53:25 -04:00

143 lines
3.8 KiB
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.missiles;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.PinCushion;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.watabou.utils.Random;
import java.util.ArrayList;
abstract public class MissileWeapon extends Weapon {
{
stackable = true;
levelKnown = true;
defaultAction = AC_THROW;
usesTargeting = true;
}
@Override
public ArrayList<String> actions( Hero hero ) {
ArrayList<String> actions = super.actions( hero );
actions.remove( AC_EQUIP );
return actions;
}
@Override
protected void onThrow( int cell ) {
Char enemy = Actor.findChar( cell );
if (enemy == null || enemy == curUser) {
if (this instanceof Boomerang)
super.onThrow( cell );
else
miss( cell );
} else {
if (!curUser.shoot( enemy, this )) {
miss( cell );
} else if (!(this instanceof Boomerang)){
int bonus = 0;
for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class))
bonus += ((RingOfSharpshooting.Aim)buff).level;
if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null)
bonus += 3;
if (Random.Float() > Math.pow(0.7, bonus)){
if (enemy.isAlive())
Buff.affect(enemy, PinCushion.class).stick(this);
else
Dungeon.level.drop( this, enemy.pos).sprite.drop();
}
}
}
}
protected void miss( int cell ) {
int bonus = 0;
for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
bonus += ((RingOfSharpshooting.Aim)buff).level;
}
//degraded ring of sharpshooting will even make missed shots break.
if (Random.Float() < Math.pow(0.6, -bonus))
super.onThrow( cell );
}
@Override
public void proc( Char attacker, Char defender, int damage ) {
super.proc( attacker, defender, damage );
Hero hero = (Hero)attacker;
if (hero.rangedWeapon == null && stackable) {
if (quantity == 1) {
doUnequip( hero, false, false );
} else {
detach( null );
}
}
}
@Override
public Item random() {
return this;
}
@Override
public boolean isUpgradable() {
return false;
}
@Override
public boolean isIdentified() {
return true;
}
@Override
public String info() {
String info = desc();
info += "\n\n" + Messages.get( Weapon.class, "avg_dmg",(min() + (max() - min()) / 2));
if (STR > Dungeon.hero.STR()) {
info += Messages.get(Weapon.class, "too_heavy");
}
info += "\n\n" + Messages.get(MissileWeapon.class, "distance");
return info;
}
}