v0.3.0: implemented common and very rare cursed wand effects

This commit is contained in:
Evan Debenham 2015-05-22 01:14:08 -04:00
parent 20437994e2
commit 33616a1ce2
3 changed files with 223 additions and 24 deletions

View File

@ -82,7 +82,7 @@ public class Mimic extends Mob {
public void adjustStats( int level ) {
this.level = level;
HT = (3 + level) * 5;
HP = HT = (3 + level) * 5;
EXP = 2 + 2 * (level - 1) / 5;
defenseSkill = attackSkill( null ) / 2;
@ -143,7 +143,6 @@ public class Mimic extends Mob {
Mimic m = new Mimic();
m.items = new ArrayList<Item>( items );
m.adjustStats( Dungeon.depth );
m.HP = m.HT;
m.pos = pos;
m.state = m.HUNTING;
GameScene.add( m, 1 );

View File

@ -1,19 +1,39 @@
package com.shatteredpixel.shatteredpixeldungeon.items.wands;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ConfusionGas;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Fire;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ParalyticGas;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Regrowth;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ToxicGas;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Frost;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mimic;
import com.shatteredpixel.shatteredpixeldungeon.effects.Flare;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Callback;
import com.watabou.utils.Random;
import java.io.IOException;
import java.util.ArrayList;
//helper class to contain all the cursed wand zapping logic, so the main wand class doesn't get huge.
//TODO: fill this in
public class CursedWand {
private static float COMMON_CHANCE = 0.6f;
@ -21,50 +41,231 @@ public class CursedWand {
private static float RARE_CHANCE = 0.09f;
private static float VERY_RARE_CHANCE = 0.01f;
public static void cursedZap(final Hero user, final Ballistica bolt){
public static void cursedZap(final Wand wand, final Hero user, final Ballistica bolt){
switch (Random.chances(new float[]{COMMON_CHANCE, UNCOMMON_CHANCE, RARE_CHANCE, VERY_RARE_CHANCE})){
case 0:
default:
commonEffect(user, bolt);
commonEffect(wand, user, bolt);
break;
case 1:
uncommonEffect(user, bolt);
uncommonEffect(wand, user, bolt);
break;
case 2:
rareEffect(user, bolt);
rareEffect(wand, user, bolt);
break;
case 3:
veryRareEffect(user, bolt);
veryRareEffect(wand, user, bolt);
break;
}
}
private static void commonEffect(final Hero user, final Ballistica bolt){
//Random Fire!
if (Random.Int(2) == 0){
Buff.affect(user, Burning.class).reignite(user);
} else {
private static void commonEffect(final Wand wand, final Hero user, final Ballistica bolt){
switch(Random.Int(4)){
//anti-entropy
case 0:
cursedFX(user, bolt, new Callback() {
public void call() {
Char target = Actor.findChar(bolt.collisionPos);
switch (Random.Int(2)){
case 0:
if (target != null)
Buff.affect(target, Burning.class).reignite(target);
Buff.affect(user, Frost.class, Frost.duration(user) * Random.Float(3f, 5f));
break;
case 1:
Buff.affect(user, Burning.class).reignite(user);
if (target != null)
Buff.affect(target, Frost.class, Frost.duration(target) * Random.Float(3f, 5f));
break;
}
wand.wandUsed();
}
});
}
}
break;
private static void uncommonEffect(final Hero user, final Ballistica bolt){
//spawns some regrowth
case 1:
cursedFX(user, bolt, new Callback() {
public void call() {
int c = Dungeon.level.map[bolt.collisionPos];
if (c == Terrain.EMPTY ||
c == Terrain.EMBERS ||
c == Terrain.EMPTY_DECO ||
c == Terrain.GRASS ||
c == Terrain.HIGH_GRASS) {
GameScene.add( Blob.seed(bolt.collisionPos, 30, Regrowth.class));
}
wand.wandUsed();
}
});
break;
//random teleportation
case 2:
switch(Random.Int(2)){
case 0:
ScrollOfTeleportation.teleportHero(user);
wand.wandUsed();
break;
case 1:
cursedFX(user, bolt, new Callback() {
public void call() {
Char ch = Actor.findChar( bolt.collisionPos );
if (ch != null) {
int count = 10;
int pos;
do {
pos = Dungeon.level.randomRespawnCell();
if (count-- <= 0) {
break;
}
} while (pos == -1);
if (pos == -1) {
GLog.w(ScrollOfTeleportation.TXT_NO_TELEPORT);
} else {
ch.pos = pos;
ch.sprite.place(ch.pos);
ch.sprite.visible = Dungeon.visible[pos];
}
}
wand.wandUsed();
}
});
break;
}
break;
//random gas at location
case 3:
cursedFX(user, bolt, new Callback() {
public void call() {
switch(Random.Int(3)){
case 0:
GameScene.add( Blob.seed( bolt.collisionPos, 800, ConfusionGas.class ) );
break;
case 1:
GameScene.add( Blob.seed( bolt.collisionPos, 500, ToxicGas.class ) );
break;
case 2:
GameScene.add( Blob.seed( bolt.collisionPos, 200, ParalyticGas.class ) );
break;
}
wand.wandUsed();
}
});
break;
}
}
private static void rareEffect(final Hero user, final Ballistica bolt){
private static void uncommonEffect(final Wand wand, final Hero user, final Ballistica bolt){
//TODO: implement
switch(Random.Int(4)){
case 0:
break;
case 1:
break;
case 2:
break;
case 3:
break;
}
wand.wandUsed();
GLog.i("uncommon effect");
}
private static void veryRareEffect(final Hero user, final Ballistica bolt){
private static void rareEffect(final Wand wand, final Hero user, final Ballistica bolt){
//TODO: implement
switch(Random.Int(4)){
case 0:
break;
case 1:
break;
case 2:
break;
case 3:
break;
}
wand.wandUsed();
GLog.i("rare effect");
}
private static void veryRareEffect(final Wand wand, final Hero user, final Ballistica bolt){
switch(Random.Int(4)){
//great forest fire!
case 0:
for (int i = 0; i < Level.LENGTH; i++){
int c = Dungeon.level.map[i];
if (c == Terrain.EMPTY ||
c == Terrain.EMBERS ||
c == Terrain.EMPTY_DECO ||
c == Terrain.GRASS ||
c == Terrain.HIGH_GRASS) {
GameScene.add( Blob.seed(i, 15, Regrowth.class));
}
}
do {
GameScene.add(Blob.seed(Dungeon.level.randomDestination(), 10, Fire.class));
} while (Random.Int(5) != 0);
new Flare(8, 32).color(0xFFFF66, true).show(user.sprite, 2f);
Sample.INSTANCE.play(Assets.SND_TELEPORT);
GLog.p("Grass explodes around you!");
GLog.w("You smell burning...");
wand.wandUsed();
break;
//superpowered mimic
case 1:
cursedFX(user, bolt, new Callback() {
public void call() {
Mimic mimic = Mimic.spawnAt(bolt.collisionPos, new ArrayList<Item>());
mimic.adjustStats(Dungeon.depth + 10);
mimic.HP = mimic.HT;
Item reward;
do {
reward = Generator.random(Random.oneOf(Generator.Category.WEAPON, Generator.Category.ARMOR,
Generator.Category.RING, Generator.Category.WAND));
} while (reward.level < 2 && !(reward instanceof MissileWeapon));
Sample.INSTANCE.play(Assets.SND_MIMIC, 1, 1, 0.5f);
mimic.items.clear();
mimic.items.add(reward);
wand.wandUsed();
}
});
break;
//crashes the game, yes, really.
case 2:
try {
Dungeon.saveAll();
//TODO: consider a more elegant way to accomplish this effect.
throw new RuntimeException("critical wand exception");
} catch(IOException e){
//oookay maybe don't kill the game if the save failed.
GLog.i("nothing happens");
wand.wandUsed();
}
break;
//random transmogrification
case 3:
wand.wandUsed();
wand.detach(user.belongings.backpack);
Item result;
do {
result = Generator.random(Random.oneOf(Generator.Category.WEAPON, Generator.Category.ARMOR,
Generator.Category.RING, Generator.Category.ARTIFACT));
} while (result.level < 0 && !(result instanceof MissileWeapon));
if (result.isUpgradable()) result.upgrade();
result.cursed = result.cursedKnown = true;
GLog.w("your wand transmogrifies into a different item!");
Dungeon.level.drop(result, user.pos).sprite.drop();
wand.wandUsed();
break;
}
}
private static void cursedFX(final Hero user, final Ballistica bolt, final Callback callback){

View File

@ -340,12 +340,11 @@ public abstract class Wand extends Item {
curUser.busy();
if (curWand.cursed){
CursedWand.cursedZap(curUser, new Ballistica( curUser.pos, target, Ballistica.MAGIC_BOLT));
CursedWand.cursedZap(curWand, curUser, new Ballistica( curUser.pos, target, Ballistica.MAGIC_BOLT));
if (!curWand.cursedKnown){
curWand.cursedKnown = true;
GLog.n("This " + curItem.name() + " is cursed!");
}
curWand.wandUsed();
} else {
curWand.fx(shot, new Callback() {
public void call() {