90 lines
3.0 KiB
Java
90 lines
3.0 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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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.levels.traps;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SparkParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.TrapSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.Camera;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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public class LightningTrap extends Trap {
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{
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color = TrapSprite.TEAL;
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shape = TrapSprite.CROSSHAIR;
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}
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@Override
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public void activate() {
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Char ch = Actor.findChar( pos );
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if (ch != null) {
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ch.damage( Math.max( 1, Random.Int( ch.HP / 3, 2 * ch.HP / 3 ) ), LIGHTNING );
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if (ch == Dungeon.hero) {
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Camera.main.shake( 2, 0.3f );
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if (!ch.isAlive()) {
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Dungeon.fail( getClass() );
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GLog.n( Messages.get(this, "ondeath") );
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}
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}
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ArrayList<Lightning.Arc> arcs = new ArrayList<>();
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arcs.add(new Lightning.Arc(pos - Level.WIDTH, pos + Level.WIDTH));
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arcs.add(new Lightning.Arc(pos - 1, pos + 1));
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ch.sprite.parent.add( new Lightning( arcs, null ) );
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}
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Heap heap = Dungeon.level.heaps.get(pos);
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if (heap != null){
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//TODO: this should probably charge staffs too
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Item item = heap.items.peek();
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if (item instanceof Wand){
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Wand wand = (Wand)item;
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((Wand)item).curCharges += (int)Math.ceil((wand.maxCharges - wand.curCharges)/2f);
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}
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}
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CellEmitter.center( pos ).burst( SparkParticle.FACTORY, Random.IntRange( 3, 4 ) );
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}
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//FIXME: this is bad, handle when you rework resistances, make into a category
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public static final Electricity LIGHTNING = new Electricity();
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public static class Electricity {
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}
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}
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