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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/levels/traps/LightningTrap.java
T
2016-05-08 20:04:50 -04:00

90 lines
3.0 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.levels.traps;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SparkParticle;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.sprites.TrapSprite;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.noosa.Camera;
import com.watabou.utils.Random;
import java.util.ArrayList;
public class LightningTrap extends Trap {
{
color = TrapSprite.TEAL;
shape = TrapSprite.CROSSHAIR;
}
@Override
public void activate() {
Char ch = Actor.findChar( pos );
if (ch != null) {
ch.damage( Math.max( 1, Random.Int( ch.HP / 3, 2 * ch.HP / 3 ) ), LIGHTNING );
if (ch == Dungeon.hero) {
Camera.main.shake( 2, 0.3f );
if (!ch.isAlive()) {
Dungeon.fail( getClass() );
GLog.n( Messages.get(this, "ondeath") );
}
}
ArrayList<Lightning.Arc> arcs = new ArrayList<>();
arcs.add(new Lightning.Arc(pos - Level.WIDTH, pos + Level.WIDTH));
arcs.add(new Lightning.Arc(pos - 1, pos + 1));
ch.sprite.parent.add( new Lightning( arcs, null ) );
}
Heap heap = Dungeon.level.heaps.get(pos);
if (heap != null){
//TODO: this should probably charge staffs too
Item item = heap.items.peek();
if (item instanceof Wand){
Wand wand = (Wand)item;
((Wand)item).curCharges += (int)Math.ceil((wand.maxCharges - wand.curCharges)/2f);
}
}
CellEmitter.center( pos ).burst( SparkParticle.FACTORY, Random.IntRange( 3, 4 ) );
}
//FIXME: this is bad, handle when you rework resistances, make into a category
public static final Electricity LIGHTNING = new Electricity();
public static class Electricity {
}
}