v0.3.0: added Wand of Prismatic Light
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package com.shatteredpixel.shatteredpixeldungeon.effects.particles;
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import com.watabou.noosa.particles.Emitter;
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import com.watabou.noosa.particles.PixelParticle;
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import com.watabou.utils.PointF;
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import com.watabou.utils.Random;
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/**
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* Created by Evan on 11/04/2015.
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*/
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public class RainbowParticle extends PixelParticle {
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public static final Emitter.Factory BURST = new Emitter.Factory() {
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@Override
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public void emit( Emitter emitter, int index, float x, float y ) {
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((RainbowParticle)emitter.recycle( RainbowParticle.class )).resetBurst( x, y );
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}
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@Override
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public boolean lightMode() {
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return true;
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}
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};
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public RainbowParticle() {
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super();
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color( Random.Int( 0x1000000 ) );
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lifespan = 0.5f;
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}
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public void reset( float x, float y ) {
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revive();
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this.x = x;
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this.y = y;
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speed.set( Random.Float(-5, +5), Random.Float( -5, +5 ) );
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left = lifespan;
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}
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public void resetBurst( float x, float y ) {
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revive();
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this.x = x;
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this.y = y;
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speed.polar( Random.Float( PointF.PI2 ), Random.Float( 16, 32 ) );
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left = lifespan;
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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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// alpha: 1 -> 0; size: 1 -> 5
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size( 5 - (am = left / lifespan) * 4 );
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}
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}
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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.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Blindness;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Light;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.*;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Ghost;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.RainbowParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Paralysis;
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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.levels.Terrain;
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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.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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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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import java.util.Arrays;
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import java.util.HashSet;
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/**
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* Created by Evan on 10/04/2015.
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*/
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public class WandOfPrismaticLight extends Wand {
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{
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name = "Wand of Prismatic Light";
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//TODO: final sprite
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image = ItemSpriteSheet.WAND_PRISMATIC_LIGHT;
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collisionProperties = Ballistica.MAGIC_BOLT;
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}
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//FIXME: this is sloppy
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private static HashSet<Class> evilMobs = new HashSet<Class>(Arrays.asList(
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//Any Location
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Mimic.class, Wraith.class,
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//Sewers
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Ghost.FetidRat.class,
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Goo.class,
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//Prison
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Skeleton.class , Thief.class, Bandit.class,
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//Caves
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//City
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Warlock.class, Monk.class, Senior.class,
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King.class, King.Undead.class,
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//Halls
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Succubus.class, Eye.class, Scorpio.class, Acidic.class,
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Yog.class, Yog.RottingFist.class, Yog.BurningFist.class, Yog.Larva.class
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));
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@Override
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protected void onZap(Ballistica beam) {
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Char ch = Actor.findChar(beam.collisionPos);
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if (ch != null){
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affectTarget(ch);
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}
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affectMap(beam);
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if (curUser.viewDistance < 4)
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Buff.prolong( curUser, Light.class, 10f+level*5);
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}
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private void affectTarget(Char ch){
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//TODO: final balancing
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int dmg = Random.NormalIntRange(level, (int) (8+(level*(level/5f))));
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//two in (5+lvl) chance of failing
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if (Random.Int(5+level) >= 2) {
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Buff.prolong(ch, Blindness.class, 2f + (level * 0.5f));
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ch.sprite.emitter().burst(Speck.factory(Speck.LIGHT), 6 );
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}
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if (evilMobs.contains(ch.getClass())){
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ch.sprite.emitter().start( ShadowParticle.UP, 0.05f, 10+level );
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Sample.INSTANCE.play(Assets.SND_BURNING);
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ch.damage((int)(dmg*1.5), this);
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} else {
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ch.sprite.centerEmitter().burst( RainbowParticle.BURST, 10+level );
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ch.damage(dmg, this);
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}
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}
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private void affectMap(Ballistica beam){
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boolean noticed = false;
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for (int c: beam.subPath(0, beam.dist)){
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for (int n : Level.NEIGHBOURS9DIST2){
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int cell = c+n;
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if (!Level.insideMap(cell))
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continue;
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if (Level.discoverable[cell])
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Dungeon.level.mapped[cell] = true;
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int terr = Dungeon.level.map[cell];
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if ((Terrain.flags[terr] & Terrain.SECRET) != 0) {
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Level.set( cell, Terrain.discover( terr ) );
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GameScene.updateMap(cell);
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GameScene.discoverTile( cell, terr );
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ScrollOfMagicMapping.discover(cell);
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noticed = true;
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}
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}
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CellEmitter.center(c).burst( RainbowParticle.BURST, Random.IntRange( 1, 2 ) );
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}
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if (noticed)
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Sample.INSTANCE.play( Assets.SND_SECRET );
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Dungeon.observe();
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}
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@Override
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protected void fx( Ballistica beam, Callback callback ) {
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curUser.sprite.parent.add(
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new Beam.LightRay(curUser.sprite.center(), DungeonTilemap.tileCenterToWorld(beam.collisionPos)));
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callback.call();
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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 stunning enchant
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new Paralysis().proc(staff, attacker, defender, damage);
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}
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@Override
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public String desc() {
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return super.desc();
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}
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}
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