/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2015 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.pixeldungeonunleashed.items.wands; import java.util.ArrayList; import com.shatteredpixel.pixeldungeonunleashed.Dungeon; import com.shatteredpixel.pixeldungeonunleashed.DungeonTilemap; import com.shatteredpixel.pixeldungeonunleashed.actors.Actor; import com.shatteredpixel.pixeldungeonunleashed.actors.Char; import com.shatteredpixel.pixeldungeonunleashed.effects.CellEmitter; import com.shatteredpixel.pixeldungeonunleashed.effects.Beam; import com.shatteredpixel.pixeldungeonunleashed.effects.particles.PurpleParticle; import com.shatteredpixel.pixeldungeonunleashed.items.weapon.enchantments.Death; import com.shatteredpixel.pixeldungeonunleashed.items.weapon.melee.MagesStaff; import com.shatteredpixel.pixeldungeonunleashed.levels.Level; import com.shatteredpixel.pixeldungeonunleashed.levels.Terrain; import com.shatteredpixel.pixeldungeonunleashed.mechanics.Ballistica; import com.shatteredpixel.pixeldungeonunleashed.scenes.GameScene; import com.shatteredpixel.pixeldungeonunleashed.sprites.ItemSpriteSheet; import com.watabou.utils.Callback; import com.watabou.utils.Random; public class WandOfDisintegration extends Wand { { name = "Wand of Disintegration"; image = ItemSpriteSheet.WAND_DISINTEGRATION; collisionProperties = Ballistica.WONT_STOP; } @Override protected void onZap( Ballistica beam ) { boolean terrainAffected = false; int level = level(); int maxDistance = Math.min(distance(), beam.dist); ArrayList<Char> chars = new ArrayList<Char>(); int terrainPassed = 2, terrainBonus = 0; for (int c : beam.subPath(1, maxDistance)) { Char ch; if ((ch = Actor.findChar( c )) != null) { //we don't want to count passed terrain after the last enemy hit. That would be a lot of bonus levels. //terrainPassed starts at 2, equivalent of rounding up when /3 for integer arithmetic. terrainBonus += terrainPassed/3; terrainPassed = terrainPassed%3; chars.add( ch ); } if (Level.flamable[c]) { Level.set( c, Terrain.EMBERS ); GameScene.updateMap( c ); terrainAffected = true; } if (!Level.passable[c]) terrainPassed++; CellEmitter.center( c ).burst( PurpleParticle.BURST, Random.IntRange( 1, 2 ) ); } if (terrainAffected) { Dungeon.observe(); } int lvl = level + chars.size() + terrainBonus; int dmgMin = lvl; int dmgMax = (int) (8 + lvl * lvl / 3f); for (Char ch : chars) { ch.damage( Random.NormalIntRange( dmgMin, dmgMax ), this ); ch.sprite.centerEmitter().burst( PurpleParticle.BURST, Random.IntRange( 1, 2 ) ); ch.sprite.flash(); } } @Override public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) { //less likely Grim proc if (Random.Int(3) == 0) new Death().proc( staff, attacker, defender, damage); } private int distance() { return level()*2 + 4; } @Override protected void fx( Ballistica beam, Callback callback ) { int cell = beam.path.get(Math.min(beam.dist, distance())); curUser.sprite.parent.add(new Beam.DeathRay(curUser.sprite.center(), DungeonTilemap.tileCenterToWorld( cell ))); callback.call(); } @Override public void staffFx(MagesStaff.StaffParticle particle) { particle.color(0x220022); particle.am = 0.6f; particle.setLifespan(0.6f); particle.acc.set(40, -40); particle.setSize(0f, 3f); particle.shuffleXY(2f); } @Override public String desc() { return "This wand is made from a solid smooth chunk of obsidian, with a deep purple light running up its side, " + "ending at the tip. It glows with destructive energy, waiting to shoot forward.\n\n" + "This wand shoots a beam that pierces any obstacle, and will go farther the more it is upgraded.\n\n" + "This wand deals bonus damage the more enemies and terrain it penetrates."; } }