v0.3.0: added wand of blast wave
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package com.shatteredpixel.shatteredpixeldungeon.items.wands;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.ResultDescriptions;
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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.buffs.Paralysis;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Effects;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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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.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Random;
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/**
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* Created by debenhame on 05/05/2015.
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*/
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public class WandOfBlastWave extends Wand {
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{
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name = "Wand of Blast Wave";
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image = ItemSpriteSheet.WAND_BLAST_WAVE;
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collisionProperties = Ballistica.PROJECTILE;
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}
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@Override
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protected void onZap(Ballistica bolt) {
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Sample.INSTANCE.play( Assets.SND_BLAST );
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BlastWave.blast(bolt.collisionPos);
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int damage = Random.NormalIntRange(1, 6+(int)(level*level/4f));
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//presses all tiles in the AOE first
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for (int i : Level.NEIGHBOURS9){
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Dungeon.level.press(bolt.collisionPos+i, Actor.findChar(bolt.collisionPos+i));
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}
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//throws other chars around the center.
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for (int i : Level.NEIGHBOURS8){
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Char ch = Actor.findChar(bolt.collisionPos + i);
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if (ch != null){
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ch.damage(damage, this);
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if (ch.isAlive()) {
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Ballistica trajectory = new Ballistica(ch.pos, ch.pos + i, Ballistica.MAGIC_BOLT);
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int strength = 1 + ((level + 1) / 3);
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throwChar(ch, trajectory, strength);
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}
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}
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}
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//throws the char at the center of the blast
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Char ch = Actor.findChar(bolt.collisionPos);
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if (ch != null){
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ch.damage(damage, this);
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if (ch.isAlive() && bolt.path.size() > bolt.dist) {
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Ballistica trajectory = new Ballistica(ch.pos, bolt.path.get(bolt.dist + 1), Ballistica.MAGIC_BOLT);
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int strength = level + 3;
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throwChar(ch, trajectory, strength);
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}
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}
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if (!curUser.isAlive()) {
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Dungeon.fail( Utils.format(ResultDescriptions.ITEM, name) );
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GLog.n("You killed yourself with your own Wand of Blast Wave...");
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}
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}
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private void throwChar(Char ch, Ballistica trajectory, int power){
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int dist = Math.min(trajectory.dist, power);
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if (dist == 0) return;
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int newPos = trajectory.path.get(dist);
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if (Actor.findChar(newPos) != null){
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newPos = trajectory.path.get(--dist);
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}
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if (newPos == ch.pos) return;
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Actor.addDelayed(new Pushing(ch, ch.pos, newPos), -1);
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ch.pos = newPos;
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Dungeon.level.press(newPos, ch);
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if (ch.pos == trajectory.collisionPos) {
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ch.damage(Random.NormalIntRange((dist + 1) / 2, dist), this);
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Paralysis.prolong(ch, Paralysis.class, Random.NormalIntRange((dist + 1) / 2, dist));
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}
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}
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@Override
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//a weaker knockback, not dissimilar to the glyph of bounce, but a fair bit stronger.
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public void onHit(MagesStaff staff, Char attacker, Char defender, int damage) {
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int level = Math.max(0, staff.level);
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// lvl 0 - 25%
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// lvl 1 - 40%
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// lvl 2 - 50%
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if (Random.Int( level + 4 ) >= 3){
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int oppositeHero = defender.pos + (defender.pos - attacker.pos);
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Ballistica trajectory = new Ballistica(defender.pos, oppositeHero, Ballistica.MAGIC_BOLT);
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throwChar(defender, trajectory, 2);
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}
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}
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@Override
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protected void fx(Ballistica bolt, Callback callback) {
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MagicMissile.slowness(curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, callback);
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Sample.INSTANCE.play(Assets.SND_ZAP);
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}
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public static class BlastWave extends Image {
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private static final float TIME_TO_FADE = 0.2f;
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private float time;
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public BlastWave(){
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super(Effects.get(Effects.Type.RIPPLE));
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origin.set(width / 2, height / 2);
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}
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public void reset(int pos) {
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revive();
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x = (pos % Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - width) / 2;
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y = (pos / Level.WIDTH) * DungeonTilemap.SIZE + (DungeonTilemap.SIZE - height) / 2;
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time = TIME_TO_FADE;
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}
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@Override
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public void update() {
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super.update();
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if ((time -= Game.elapsed) <= 0) {
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kill();
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} else {
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float p = time / TIME_TO_FADE;
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alpha(p);
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scale.y = scale.x = (1-p)*3;
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}
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}
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public static void blast(int pos) {
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Group parent = Dungeon.hero.sprite.parent;
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BlastWave b = (BlastWave) parent.recycle(BlastWave.class);
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parent.bringToFront(b);
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b.reset(pos);
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}
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}
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@Override
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public String desc() {
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return "This wand is made of a sort of marbled stone, with gold trim and a round black gem at the tip. " +
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"It feels very weighty in your hand.\n" +
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"\n" +
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"This wand shoots a bolt which violently detonates at a target location. There is no smoke and fire, " +
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"but the force of this blast is enough to knock even the biggest of foes around.";
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}
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}
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