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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/items/rings/RingOfEvasion.java
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2.6 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.Badges;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
public class RingOfEvasion extends Ring {
{
name = "Ring of Evasion";
}
@Override
protected RingBuff buff( ) {
return new Evasion();
}
@Override
public String desc() {
return isKnown() ?
"This ring increases the wearer's ability to focus and anticipate the movements of an enemy. " +
"The longer the wearer stands still, the more focused they will become. " +
"A cursed ring will instead make dodging harder." :
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() {
if (level >= 0) {
if (pos == target.pos && effectiveLevel < level) {
effectiveLevel++;
} else if (pos != target.pos) {
effectiveLevel = 0;
pos = target.pos;
}
} else if (level < 0) {
if (pos == target.pos && effectiveLevel < 0) {
effectiveLevel++;
} else if (pos != target.pos) {
effectiveLevel = level;
pos = target.pos;
}
}
return super.act();
}
}
}