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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/items/wands/WandOfFrost.java
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Evan Debenham cebdff0221 cleaned up formatting:
- removed trailing whitespace
- changed all leading whitespace to tabs
- removed IDE created author comments
2015-06-12 16:22:28 -04:00

111 lines
3.7 KiB
Java

package com.shatteredpixel.shatteredpixeldungeon.items.wands;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Chill;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FlavourBuff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Frost;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Callback;
import com.watabou.utils.PointF;
import com.watabou.utils.Random;
public class WandOfFrost extends Wand {
{
name = "Wand of Frost";
image = ItemSpriteSheet.WAND_FROST;
}
@Override
protected void onZap(Ballistica bolt) {
Char ch = Actor.findChar(bolt.collisionPos);
if (ch != null){
int damage = Random.NormalIntRange(5+level, 10+(level*level/3));
if (ch.buff(Frost.class) != null){
return; //do nothing, can't affect a frozen target
}
if (ch.buff(Chill.class) != null){
damage = Math.round(damage * ch.buff(Chill.class).speedFactor());
} else {
ch.sprite.burst( 0xFF99CCFF, level / 2 + 2 );
}
ch.damage(damage, this);
if (ch.isAlive()){
if (Level.water[ch.pos]){
//20+(10*level)% chance
if (Random.Int(10) >= 8-level )
Buff.affect(ch, Frost.class, Frost.duration(ch)*Random.Float(2f, 4f));
else
Buff.prolong(ch, Chill.class, 6+level);
} else {
Buff.prolong(ch, Chill.class, 4+level);
}
}
}
Heap heap = Dungeon.level.heaps.get(bolt.collisionPos);
if (heap != null) {
heap.freeze();
}
}
@Override
protected void fx(Ballistica bolt, Callback callback) {
MagicMissile.blueLight(curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, callback);
Sample.INSTANCE.play(Assets.SND_ZAP);
}
@Override
//TODO: balancing, this could be mighty OP
public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
Chill chill = defender.buff(Chill.class);
if (chill != null && Random.Float() > chill.speedFactor()){
//need to delay this through an actor so that the freezing isn't broken by taking damage from the staff hit.
new FlavourBuff(){
{actPriority = Integer.MIN_VALUE;}
public boolean act() {
Buff.affect(target, Frost.class, Frost.duration(target) * Random.Float(1f, 2f));
return super.act();
}
}.attachTo(defender);
}
}
@Override
public void staffFx(MagesStaff.StaffParticle particle) {
particle.color(0x88CCFF);
particle.am = 0.6f;
particle.setLifespan(1.5f);
float angle = Random.Float(PointF.PI2);
particle.speed.polar( angle, 2f);
particle.acc.set( 0f, 1f);
particle.setSize( 0f, 1.5f);
particle.radiateXY(Random.Float(2f));
}
@Override
public String desc() {
return "This wand seems to be made out of some kind of magical ice. It grows brighter towards its " +
"rounded tip. It feels very cold when held, but somehow your hand stays warm.\n\n" +
"This wand shoots blasts of icy energy toward your foes, dealing significant damage and chilling, " +
"which reduces speed. The effect seems stronger in water. Chilled and frozen enemies " +
"take less damage from this wand, as they are already cold.";
}
}