184 lines
6.2 KiB
Java
184 lines
6.2 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) 2014-2015 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.items.wands;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.noosa.audio.Sample;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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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.actors.blobs.Blob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Fire;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Random;
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import java.util.HashSet;
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public class WandOfFireblast extends Wand {
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{
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name = "Wand of Fireblast";
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image = ItemSpriteSheet.WAND_FIREBOLT;
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collisionProperties = Ballistica.STOP_TERRAIN;
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}
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//the actual affected cells
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private HashSet<Integer> affectedCells;
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//the cells to trace fire shots to, for visual effects.
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private HashSet<Integer> visualCells;
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private int direction = 0;
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@Override
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protected void onZap( Ballistica bolt ) {
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if (Level.flamable[bolt.sourcePos]){
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GameScene.add( Blob.seed( bolt.sourcePos, 2, Fire.class ) );
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}
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for( int cell : affectedCells){
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GameScene.add( Blob.seed( cell, 1+chargesPerCast(), Fire.class ) );
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Char ch = Actor.findChar( cell );
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if (ch != null) {
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ch.damage(Random.NormalIntRange(1, (int) (8 + (level * level * (1 + chargesPerCast()) / 6f))), this);
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Buff.affect( ch, Burning.class ).reignite( ch );
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switch(chargesPerCast()){
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case 1:
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Buff.affect(ch, Cripple.class, 3f); break;
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case 2:
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Buff.affect(ch, Cripple.class, 6f); break;
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case 3:
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Buff.affect(ch, Paralysis.class, 3f); break;
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case 4:
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Buff.affect(ch, Paralysis.class, 6f); break;
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}
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}
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}
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}
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//burn... BURNNNNN!.....
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private void spreadFlames(int cell, float strength){
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if (strength >= 0 && Level.passable[cell]){
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affectedCells.add(cell);
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if (strength >= 1.5f) {
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visualCells.remove(cell);
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spreadFlames(cell + Level.NEIGHBOURS8[left(direction)], strength - 1.5f);
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spreadFlames(cell + Level.NEIGHBOURS8[direction], strength - 1.5f);
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spreadFlames(cell + Level.NEIGHBOURS8[right(direction)], strength - 1.5f);
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} else {
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visualCells.add(cell);
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}
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} else if (!Level.passable[cell])
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visualCells.add(cell);
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}
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private int left(int direction){
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return direction == 0 ? 7 : direction-1;
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}
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private int right(int direction){
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return direction == 7 ? 0 : direction+1;
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}
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@Override
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public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
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//acts like blazing enchantment, package conflict.....
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new com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Fire()
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.proc( staff, attacker, defender, damage);
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}
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@Override
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protected void fx( Ballistica bolt, Callback callback ) {
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//need to perform flame spread logic here so we can determine what cells to put flames in.
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affectedCells = new HashSet<>();
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visualCells = new HashSet<>();
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int maxDist = 1 + chargesPerCast()*2;
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int dist = Math.min(bolt.dist, maxDist);
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for (int i = 0; i < Level.NEIGHBOURS8.length; i++){
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if (bolt.sourcePos+Level.NEIGHBOURS8[i] == bolt.path.get(1)){
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direction = i;
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break;
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}
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}
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float strength = maxDist;
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for (int c : bolt.subPath(1, dist)) {
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strength--; //as we start at dist 1, not 0.
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affectedCells.add(c);
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if (strength > 1) {
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spreadFlames(c + Level.NEIGHBOURS8[left(direction)], strength - 1);
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spreadFlames(c + Level.NEIGHBOURS8[direction], strength - 1);
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spreadFlames(c + Level.NEIGHBOURS8[right(direction)], strength - 1);
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} else {
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visualCells.add(c);
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}
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}
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//going to call this one manually
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visualCells.remove(bolt.path.get(dist));
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for (int cell : visualCells){
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//this way we only get the cells at the tip, much better performance.
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MagicMissile.fire(curUser.sprite.parent, bolt.sourcePos, cell, null);
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}
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MagicMissile.fire( curUser.sprite.parent, bolt.sourcePos, bolt.path.get(dist), callback );
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Sample.INSTANCE.play( Assets.SND_ZAP );
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}
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@Override
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protected int chargesPerCast() {
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//consumes 40% of current charges, rounded up, with a minimum of one.
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return Math.max(1, (int)Math.ceil(curCharges*0.4f));
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}
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@Override
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public void staffFx(MagesStaff.StaffParticle particle) {
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particle.color( 0xEE7722 );
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particle.am = 0.5f;
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particle.setLifespan(0.6f);
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particle.acc.set(0, -40);
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particle.setSize( 0f, 3f);
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particle.shuffleXY(2f);
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}
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@Override
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public String desc() {
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return
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"This wand is made from red-lacquered wood with golden leaf used liberally to make it look quite regal. " +
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"It crackles and hisses at the tip, eager to unleash its powerful magic.\n" +
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"\n" +
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"This wand produces a blast of fire when used, extending out into a cone shape. As this wand is upgraded " +
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"it will consume more charges, the effect becomes significantly more powerful the more charges are consumed.";
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}
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}
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