v0.4.0: refactor to ring logic

This commit is contained in:
Evan Debenham 2016-06-15 10:51:22 -04:00 committed by Evan Debenham
parent 912fd447d0
commit 16a3e5932b
11 changed files with 84 additions and 81 deletions

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@ -176,9 +176,7 @@ public class Hero extends Char {
public int STR() { public int STR() {
int STR = this.STR; int STR = this.STR;
for (Buff buff : buffs(RingOfMight.Might.class)) { STR += RingOfMight.getBonus(this, RingOfMight.Might.class);
STR += ((RingOfMight.Might)buff).level;
}
return weakened ? STR - 2 : STR; return weakened ? STR - 2 : STR;
} }
@ -276,10 +274,7 @@ public class Hero extends Char {
@Override @Override
public int defenseSkill( Char enemy ) { public int defenseSkill( Char enemy ) {
int bonus = 0; int bonus = RingOfEvasion.getBonus(this, RingOfEvasion.Evasion.class);
for (Buff buff : buffs( RingOfEvasion.Evasion.class )) {
bonus += ((RingOfEvasion.Evasion)buff).effectiveLevel;
}
float evasion = (float)Math.pow( 1.15, bonus ); float evasion = (float)Math.pow( 1.15, bonus );
if (paralysed > 0) { if (paralysed > 0) {
@ -318,10 +313,7 @@ public class Hero extends Char {
public int damageRoll() { public int damageRoll() {
KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon; KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon;
int dmg; int dmg;
int bonus = 0; int bonus = RingOfForce.getBonus(this, RingOfForce.Force.class);
for (Buff buff : buffs( RingOfForce.Force.class )) {
bonus += ((RingOfForce.Force)buff).level;
}
if (wep != null) { if (wep != null) {
dmg = wep.damageRoll( this ) + bonus; dmg = wep.damageRoll( this ) + bonus;
@ -344,10 +336,7 @@ public class Hero extends Char {
float speed = super.speed(); float speed = super.speed();
int hasteLevel = 0; int hasteLevel = RingOfHaste.getBonus(this, RingOfHaste.Haste.class);
for (Buff buff : buffs( RingOfHaste.Haste.class )) {
hasteLevel += ((RingOfHaste.Haste)buff).level;
}
if (hasteLevel != 0) if (hasteLevel != 0)
speed *= Math.pow(1.2, hasteLevel); speed *= Math.pow(1.2, hasteLevel);
@ -419,10 +408,7 @@ public class Hero extends Char {
//Normally putting furor speed on unarmed attacks would be unnecessary //Normally putting furor speed on unarmed attacks would be unnecessary
//But there's going to be that one guy who gets a furor+force ring combo //But there's going to be that one guy who gets a furor+force ring combo
//This is for that one guy, you shall get your fists of fury! //This is for that one guy, you shall get your fists of fury!
int bonus = 0; int bonus = RingOfFuror.getBonus(this, RingOfFuror.Furor.class);
for (Buff buff : buffs(RingOfFuror.Furor.class)) {
bonus += ((RingOfFuror.Furor)buff).level;
}
return (float)(0.25 + (1 - 0.25)*Math.pow(0.8, bonus)); return (float)(0.25 + (1 - 0.25)*Math.pow(0.8, bonus));
} }
} }
@ -949,10 +935,7 @@ public class Hero extends Char {
dmg = thorns.proc(dmg, (src instanceof Char ? (Char)src : null), this); dmg = thorns.proc(dmg, (src instanceof Char ? (Char)src : null), this);
} }
int tenacity = 0; int tenacity = RingOfTenacity.getBonus(this, RingOfTenacity.Tenacity.class);
for (Buff buff : buffs(RingOfTenacity.Tenacity.class)) {
tenacity += ((RingOfTenacity.Tenacity)buff).level;
}
if (tenacity != 0) //(HT - HP)/HT = heroes current % missing health. if (tenacity != 0) //(HT - HP)/HT = heroes current % missing health.
dmg = (int)Math.ceil((float)dmg * Math.pow(0.9, tenacity*((float)(HT - HP)/HT))); dmg = (int)Math.ceil((float)dmg * Math.pow(0.9, tenacity*((float)(HT - HP)/HT)));
@ -1201,11 +1184,7 @@ public class Hero extends Char {
GLog.w(msg); GLog.w(msg);
} }
if (buff instanceof RingOfMight.Might) { if (buff instanceof Paralysis || buff instanceof Vertigo) {
if (((RingOfMight.Might) buff).level > 0) {
HT += ((RingOfMight.Might) buff).level * 5;
}
} else if (buff instanceof Paralysis || buff instanceof Vertigo) {
interrupt(); interrupt();
} }
@ -1217,14 +1196,7 @@ public class Hero extends Char {
@Override @Override
public void remove( Buff buff ) { public void remove( Buff buff ) {
super.remove( buff ); super.remove( buff );
if (buff instanceof RingOfMight.Might){
if (((RingOfMight.Might)buff).level > 0){
HT -= ((RingOfMight.Might) buff).level * 5;
HP = Math.min(HT, HP);
}
}
BuffIndicator.refreshHero(); BuffIndicator.refreshHero();
} }

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@ -342,10 +342,7 @@ public abstract class Mob extends Char {
boolean seen = enemySeen || (enemy == Dungeon.hero && Dungeon.hero.encumbered()); boolean seen = enemySeen || (enemy == Dungeon.hero && Dungeon.hero.encumbered());
if (seen && paralysed == 0) { if (seen && paralysed == 0) {
int defenseSkill = this.defenseSkill; int defenseSkill = this.defenseSkill;
int penalty = 0; int penalty = RingOfAccuracy.getBonus(enemy, RingOfAccuracy.Accuracy.class);
for (Buff buff : enemy.buffs(RingOfAccuracy.Accuracy.class)) {
penalty += ((RingOfAccuracy.Accuracy) buff).level;
}
if (penalty != 0 && enemy == Dungeon.hero) if (penalty != 0 && enemy == Dungeon.hero)
defenseSkill *= Math.pow(0.75, penalty); defenseSkill *= Math.pow(0.75, penalty);
return defenseSkill; return defenseSkill;
@ -448,11 +445,7 @@ public abstract class Mob extends Char {
super.die( cause ); super.die( cause );
float lootChance = this.lootChance; float lootChance = this.lootChance;
int bonus = 0; int bonus = RingOfWealth.getBonus(Dungeon.hero, RingOfWealth.Wealth.class);
for (Buff buff : Dungeon.hero.buffs(RingOfWealth.Wealth.class)) {
bonus += ((RingOfWealth.Wealth) buff).level;
}
lootChance *= Math.pow(1.1, bonus); lootChance *= Math.pow(1.1, bonus);
if (Random.Float() < lootChance && Dungeon.hero.lvl <= maxLvl + 2) { if (Random.Float() < lootChance && Dungeon.hero.lvl <= maxLvl + 2) {

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@ -239,6 +239,14 @@ public class Ring extends KindofMisc {
} }
} }
public static int getBonus(Char target, Class<?extends RingBuff> type){
int bonus = 0;
for (RingBuff buff : target.buffs(type)) {
bonus += buff.level();
}
return bonus;
}
public class RingBuff extends Buff { public class RingBuff extends Buff {
@Override @Override
@ -270,5 +278,6 @@ public class Ring extends KindofMisc {
public int level(){ public int level(){
return Ring.this.level(); return Ring.this.level();
} }
} }
} }

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@ -54,7 +54,7 @@ public class RingOfElements extends Ring {
public class Resistance extends RingBuff { public class Resistance extends RingBuff {
public HashSet<Class<?>> resistances() { public HashSet<Class<?>> resistances() {
if (Random.Int( level + 2 ) >= 2) { if (Random.Int( level() + 2 ) >= 2) {
return FULL; return FULL;
} else { } else {
return EMPTY; return EMPTY;
@ -62,7 +62,7 @@ public class RingOfElements extends Ring {
} }
public float durationFactor() { public float durationFactor() {
return level < 0 ? 1 : (1 + 0.5f * level) / (1 + level); return level() < 0 ? 1 : (1 + 0.5f * level()) / (1 + level());
} }
} }
} }

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@ -34,13 +34,11 @@ public class RingOfEvasion extends Ring {
//yup, the only ring in the game with logic inside of its class //yup, the only ring in the game with logic inside of its class
public class Evasion extends RingBuff { public class Evasion extends RingBuff {
public int effectiveLevel; public int effectiveLevel;
private int pos;
@Override @Override
public boolean attachTo( Char target ) { public boolean attachTo( Char target ) {
pos = target.pos; effectiveLevel = Math.min(0, RingOfEvasion.this.level());
effectiveLevel = Math.min(0, level());
return super.attachTo(target); return super.attachTo(target);
} }
@ -56,15 +54,20 @@ public class RingOfEvasion extends Ring {
} }
} }
if (level() < 1){ if (RingOfEvasion.this.level() < 1){
effectiveLevel = level(); effectiveLevel = RingOfEvasion.this.level();
} else if (seen) { } else if (seen) {
effectiveLevel = Math.max(effectiveLevel - 1, 0); effectiveLevel = Math.max(effectiveLevel - 1, 0);
} else { } else {
effectiveLevel = Math.min(effectiveLevel + 1, level()); effectiveLevel = Math.min(effectiveLevel + 1, RingOfEvasion.this.level());
} }
return super.act(); return super.act();
} }
@Override
public int level() {
return effectiveLevel;
}
} }
} }

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@ -21,7 +21,6 @@
package com.shatteredpixel.shatteredpixeldungeon.items.rings; package com.shatteredpixel.shatteredpixeldungeon.items.rings;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon; import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages; import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.watabou.utils.Random; import com.watabou.utils.Random;
@ -38,10 +37,7 @@ public class RingOfForce extends Ring {
} }
public static int damageRoll( Hero hero ){ public static int damageRoll( Hero hero ){
int level = 0; int level = getBonus(hero, Force.class);
for (Buff buff : hero.buffs( RingOfForce.Force.class )) {
level += ((RingOfForce.Force)buff).level;
}
float tier = tier(hero.STR()); float tier = tier(hero.STR());
return Random.NormalIntRange(min(level, tier), max(level, tier)); return Random.NormalIntRange(min(level, tier), max(level, tier));
} }

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@ -21,8 +21,54 @@
package com.shatteredpixel.shatteredpixeldungeon.items.rings; package com.shatteredpixel.shatteredpixeldungeon.items.rings;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
public class RingOfMight extends Ring { public class RingOfMight extends Ring {
@Override
public boolean doEquip(Hero hero) {
if (super.doEquip(hero)){
hero.HT += level()*5;
return true;
} else {
return false;
}
}
@Override
public boolean doUnequip(Hero hero, boolean collect, boolean single) {
if (super.doUnequip(hero, collect, single)){
hero.HT -= level()*5;
hero.HP = Math.min(hero.HP, hero.HT);
return false;
} else {
return false;
}
}
@Override
public Item upgrade() {
if (buff != null && buff.target != null){
buff.target.HT += 5;
}
return super.upgrade();
}
@Override
public void level(int value) {
if (buff != null && buff.target != null){
buff.target.HT -= level()*5;
}
super.level(value);
if (buff != null && buff.target != null){
buff.target.HT += level()*5;
buff.target.HP = Math.min(buff.target.HP, buff.target.HT);
}
}
@Override @Override
protected RingBuff buff( ) { protected RingBuff buff( ) {
return new Might(); return new Might();

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@ -147,10 +147,7 @@ abstract public class Weapon extends KindOfWeapon {
float ACC = this.ACC; float ACC = this.ACC;
if (this instanceof MissileWeapon) { if (this instanceof MissileWeapon) {
int bonus = 0; int bonus = RingOfSharpshooting.getBonus(hero, RingOfSharpshooting.Aim.class);
for (Buff buff : hero.buffs(RingOfSharpshooting.Aim.class)) {
bonus += ((RingOfSharpshooting.Aim)buff).level;
}
ACC *= (float)(Math.pow(1.1, bonus)); ACC *= (float)(Math.pow(1.1, bonus));
} }
@ -167,10 +164,7 @@ abstract public class Weapon extends KindOfWeapon {
float DLY = imbue.delayFactor(this.DLY); float DLY = imbue.delayFactor(this.DLY);
int bonus = 0; int bonus = RingOfFuror.getBonus(hero, RingOfFuror.Furor.class);
for (Buff buff : hero.buffs(RingOfFuror.Furor.class)) {
bonus += ((RingOfFuror.Furor)buff).level;
}
DLY = (float)(0.25 + (DLY - 0.25)*Math.pow(0.8, bonus)); DLY = (float)(0.25 + (DLY - 0.25)*Math.pow(0.8, bonus));

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@ -79,10 +79,8 @@ abstract public class MissileWeapon extends Weapon {
if (!curUser.shoot( enemy, this )) { if (!curUser.shoot( enemy, this )) {
miss( cell ); miss( cell );
} else if (!(this instanceof Boomerang)){ } else if (!(this instanceof Boomerang)){
int bonus = 0;
for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) int bonus = RingOfSharpshooting.getBonus(curUser, RingOfSharpshooting.Aim.class);
bonus += ((RingOfSharpshooting.Aim)buff).level;
if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null) if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null)
bonus += 3; bonus += 3;
@ -99,10 +97,7 @@ abstract public class MissileWeapon extends Weapon {
} }
protected void miss( int cell ) { protected void miss( int cell ) {
int bonus = 0; int bonus = RingOfSharpshooting.getBonus(curUser, RingOfSharpshooting.Aim.class);
for (Buff buff : curUser.buffs(RingOfSharpshooting.Aim.class)) {
bonus += ((RingOfSharpshooting.Aim)buff).level;
}
//degraded ring of sharpshooting will even make missed shots break. //degraded ring of sharpshooting will even make missed shots break.
if (Random.Float() < Math.pow(0.6, -bonus)) if (Random.Float() < Math.pow(0.6, -bonus))

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@ -211,10 +211,7 @@ public abstract class Level implements Bundlable {
Dungeon.limitedDrops.arcaneStyli.count++; Dungeon.limitedDrops.arcaneStyli.count++;
} }
int bonus = 0; int bonus = RingOfWealth.getBonus(Dungeon.hero, RingOfWealth.Wealth.class);
for (Buff buff : Dungeon.hero.buffs(RingOfWealth.Wealth.class)) {
bonus += ((RingOfWealth.Wealth) buff).level;
}
if (Random.Float() > Math.pow(0.95, bonus)){ if (Random.Float() > Math.pow(0.95, bonus)){
if (Random.Int(2) == 0) if (Random.Int(2) == 0)
addItemToSpawn( new ScrollOfMagicalInfusion() ); addItemToSpawn( new ScrollOfMagicalInfusion() );

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@ -663,10 +663,8 @@ public abstract class RegularLevel extends Level {
protected void createItems() { protected void createItems() {
int nItems = 3; int nItems = 3;
int bonus = 0; int bonus = RingOfWealth.getBonus(Dungeon.hero, RingOfWealth.Wealth.class);
for (Buff buff : Dungeon.hero.buffs(RingOfWealth.Wealth.class)) {
bonus += ((RingOfWealth.Wealth) buff).level;
}
//just incase someone gets a ridiculous ring, cap this at 80% //just incase someone gets a ridiculous ring, cap this at 80%
bonus = Math.min(bonus, 10); bonus = Math.min(bonus, 10);
while (Random.Float() < (0.3f + bonus*0.05f)) { while (Random.Float() < (0.3f + bonus*0.05f)) {