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