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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/items/rings/RingOfEvasion.java
T
2015-01-26 16:44:21 -05:00

82 lines
2.5 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* 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.rings;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
public class RingOfEvasion extends Ring {
{
name = "Ring of Evasion";
}
@Override
protected RingBuff buff( ) {
return new Evasion();
}
@Override
public String desc() {
return isKnown() ?
"This ring obfuscates the true position of the wearer, making them harder to detect and attack. " +
"This ring is much stronger while the user remains undetected, and if the user is targeted the power of " +
"evasion will slowly fade away, remaining undetected will restore the ring's effectiveness. " +
"A degraded ring will instead make the user easier to detect and strike.":
super.desc();
}
//yup, the only ring in the game with logic inside of its class
public class Evasion extends RingBuff {
public int effectiveLevel;
private int pos;
@Override
public boolean attachTo( Char target ) {
pos = target.pos;
effectiveLevel = Math.min(0, level);
return super.attachTo(target);
}
@Override
public boolean act() {
boolean seen = false;
for (Mob enemy : Dungeon.level.mobs.toArray(new Mob[0])){
if (enemy.focusingHero()) {
seen = true;
break;
}
}
if (level < 1){
effectiveLevel = level;
} else if (seen) {
effectiveLevel = Math.max(effectiveLevel - 1, 0);
} else {
effectiveLevel = Math.min(effectiveLevel + 1, level);
}
return super.act();
}
}
}