v0.3.0: reworked lightning effect and wand of lightning
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a46cfbac80
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@ -27,61 +27,37 @@ import com.watabou.noosa.Image;
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import com.watabou.noosa.audio.Sample;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.DungeonTilemap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.watabou.utils.Callback;
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import com.watabou.utils.PointF;
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import com.watabou.utils.Random;
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import java.util.Arrays;
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import java.util.List;
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public class Lightning extends Group {
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private static final float DURATION = 0.3f;
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private float life;
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private int length;
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private float[] cx;
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private float[] cy;
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private Image[] arcsS;
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private Image[] arcsE;
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private List<Arc> arcs;
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private Callback callback;
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public Lightning( int[] cells, int length, Callback callback ) {
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public Lightning(int from, int to, Callback callback){
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this(Arrays.asList(new Arc(from, to)), callback);
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}
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public Lightning( List<Arc> arcs, Callback callback ) {
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super();
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this.arcs = arcs;
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for (Arc arc : this.arcs)
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add(arc);
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this.callback = callback;
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Image proto = Effects.get( Effects.Type.LIGHTNING );
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float ox = 0;
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float oy = proto.height / 2;
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this.length = length;
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cx = new float[length];
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cy = new float[length];
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for (int i=0; i < length; i++) {
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int c = cells[i];
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cx[i] = (c % Level.WIDTH + 0.5f) * DungeonTilemap.SIZE;
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cy[i] = (c / Level.WIDTH + 0.5f) * DungeonTilemap.SIZE;
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}
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arcsS = new Image[length - 1];
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arcsE = new Image[length - 1];
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for (int i=0; i < length - 1; i++) {
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Image arc = arcsS[i] = new Image( proto );
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arc.x = cx[i] - arc.origin.x;
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arc.y = cy[i] - arc.origin.y;
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arc.origin.set( ox, oy );
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add( arc );
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arc = arcsE[i] = new Image( proto );
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arc.origin.set( ox, oy );
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add( arc );
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}
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life = DURATION;
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Sample.INSTANCE.play( Assets.SND_LIGHTNING );
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@ -91,8 +67,6 @@ public class Lightning extends Group {
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@Override
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public void update() {
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super.update();
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if ((life -= Game.elapsed) < 0) {
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killAndErase();
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@ -104,32 +78,11 @@ public class Lightning extends Group {
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float alpha = life / DURATION;
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for (int i=0; i < length - 1; i++) {
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float sx = cx[i];
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float sy = cy[i];
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float ex = cx[i+1];
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float ey = cy[i+1];
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float x2 = (sx + ex) / 2 + Random.Float( -4, +4 );
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float y2 = (sy + ey) / 2 + Random.Float( -4, +4 );
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float dx = x2 - sx;
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float dy = y2 - sy;
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Image arc = arcsS[i];
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arc.am = alpha;
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arc.angle = (float)(Math.atan2( dy, dx ) * A);
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arc.scale.x = (float)Math.sqrt( dx * dx + dy * dy ) / arc.width;
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dx = ex - x2;
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dy = ey - y2;
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arc = arcsE[i];
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arc.am = alpha;
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arc.angle = (float)(Math.atan2( dy, dx ) * A);
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arc.scale.x = (float)Math.sqrt( dx * dx + dy * dy ) / arc.width;
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arc.x = x2 - arc.origin.x;
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arc.y = y2 - arc.origin.x;
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for (Arc arc : arcs) {
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arc.alpha(alpha);
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}
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super.update();
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}
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}
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@ -139,4 +92,52 @@ public class Lightning extends Group {
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super.draw();
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GLES20.glBlendFunc( GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA );
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}
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//A lightning object is meant to be loaded up with arcs.
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//these act as a means of easily expressing lighting between two points.
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public static class Arc extends Group {
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private Image arc1, arc2;
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//starting and ending x/y values
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private PointF start, end;
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public Arc(int from, int to){
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start = DungeonTilemap.tileCenterToWorld(from);
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end = DungeonTilemap.tileCenterToWorld(to);
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arc1 = new Image(Effects.get(Effects.Type.LIGHTNING));
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arc1.x = start.x - arc1.origin.x;
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arc1.y = start.y - arc1.origin.y;
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arc1.origin.set( 0, arc1.height()/2 );
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add( arc1 );
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arc2 = new Image(Effects.get(Effects.Type.LIGHTNING));
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arc2.origin.set( 0, arc2.height()/2 );
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add( arc2 );
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}
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public void alpha(float alpha) {
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arc1.am = arc2.am = alpha;
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}
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@Override
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public void update() {
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float x2 = (start.x + end.x) / 2 + Random.Float( -4, +4 );
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float y2 = (start.y + end.y) / 2 + Random.Float( -4, +4 );
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float dx = x2 - start.x;
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float dy = y2 - start.y;
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arc1.angle = (float)(Math.atan2( dy, dx ) * A);
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arc1.scale.x = (float)Math.sqrt( dx * dx + dy * dy ) / arc1.width;
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dx = end.x - x2;
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dy = end.y - y2;
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arc2.angle = (float)(Math.atan2( dy, dx ) * A);
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arc2.scale.x = (float)Math.sqrt( dx * dx + dy * dy ) / arc2.width;
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arc2.x = x2 - arc2.origin.x;
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arc2.y = y2 - arc2.origin.x;
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}
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}
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}
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@ -52,8 +52,7 @@ public class Potential extends Glyph {
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Camera.main.shake( 2, 0.3f );
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}
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int[] points = {attacker.pos, defender.pos};
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attacker.sprite.parent.add( new Lightning( points, 2, null ) );
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attacker.sprite.parent.add( new Lightning( attacker.pos, defender.pos, null ) );
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}
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@ -46,14 +46,28 @@ public class WandOfLightning extends Wand {
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image = ItemSpriteSheet.WAND_LIGHTNING;
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}
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private ArrayList<Char> affected = new ArrayList<Char>();
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private ArrayList<Char> affected = new ArrayList<>();
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private int[] points = new int[20];
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private int nPoints;
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ArrayList<Lightning.Arc> arcs = new ArrayList<>();
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@Override
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protected void onZap( Ballistica bolt ) {
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// Everything is processed in fx() method
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//lightning deals less damage per-target, the more targets that are hit.
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float multipler = (0.6f + 0.4f*affected.size())/affected.size();
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if (Level.water[bolt.collisionPos]) multipler *= 1.5f;
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int min = 5+level;
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int max = Math.round(10 + (level * level / 4f));
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for (Char ch : affected){
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ch.damage(Math.round(Random.NormalIntRange(min, max) * multipler), LightningTrap.LIGHTNING);
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if (ch == Dungeon.hero) Camera.main.shake( 2, 0.3f );
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ch.sprite.centerEmitter().burst( SparkParticle.FACTORY, 3 );
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ch.sprite.flash();
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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 Lightning..." );
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@ -66,65 +80,63 @@ public class WandOfLightning extends Wand {
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new Shock().proc(staff, attacker, defender, damage);
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}
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private void hit( Char ch, int damage ) {
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if (damage < 1) {
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return;
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}
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if (ch == Dungeon.hero) {
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Camera.main.shake( 2, 0.3f );
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}
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private void arc( Char ch ) {
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affected.add( ch );
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ch.damage( Level.water[ch.pos] && !ch.flying ? (int)(damage * 2) : damage, LightningTrap.LIGHTNING );
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ch.sprite.centerEmitter().burst( SparkParticle.FACTORY, 3 );
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ch.sprite.flash();
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for (int i : Level.NEIGHBOURS8) {
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int cell = ch.pos + i;
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points[nPoints++] = ch.pos;
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HashSet<Char> ns = new HashSet<Char>();
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for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
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Char n = Actor.findChar( ch.pos + Level.NEIGHBOURS8[i] );
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Char n = Actor.findChar( cell );
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if (n != null && !affected.contains( n )) {
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ns.add( n );
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arcs.add(new Lightning.Arc(ch.pos, n.pos));
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arc(n);
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}
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}
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if (ns.size() > 0) {
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hit( Random.element( ns ), Random.Int( damage / 2, damage ) );
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if (Level.water[ch.pos] && !ch.flying){
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for (int i : Level.NEIGHBOURS8DIST2) {
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int cell = ch.pos + i;
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//player can only be hit by lightning from an adjacent enemy.
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if (!Level.insideMap(cell) || Actor.findChar(cell) == Dungeon.hero) continue;
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Char n = Actor.findChar( ch.pos + i );
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if (n != null && !affected.contains( n )) {
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arcs.add(new Lightning.Arc(ch.pos, n.pos));
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arc(n);
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}
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}
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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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nPoints = 0;
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points[nPoints++] = Dungeon.hero.pos;
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affected.clear();
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arcs.clear();
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arcs.add( new Lightning.Arc(bolt.sourcePos, bolt.collisionPos));
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int cell = bolt.collisionPos;
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Char ch = Actor.findChar( cell );
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if (ch != null) {
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affected.clear();
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int lvl = level();
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hit( ch, Random.Int( 5 + lvl / 2, 10 + lvl ) );
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arc(ch);
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} else {
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points[nPoints++] = cell;
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CellEmitter.center( cell ).burst( SparkParticle.FACTORY, 3 );
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}
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curUser.sprite.parent.add( new Lightning( points, nPoints, callback ) );
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//don't want to wait for the effect before processing damage.
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curUser.sprite.parent.add( new Lightning( arcs, null ) );
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callback.call();
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}
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@Override
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public String desc() {
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return
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"This wand conjures forth deadly arcs of electricity, which deal damage " +
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"to several creatures standing close to each other.";
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"This wand is made out of solid metal, making it surprisingly heavy. " +
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"Two prongs curve together at the top, and electricity arcs between them.\n\n" +
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"This wand sends powerful lightning arcing through whatever it is shot at. " +
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"This electricity can bounce between many adjacent foes, and is more powerful in water. " +
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"If you’re too close, you may get shocked as well.";
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}
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}
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@ -42,15 +42,14 @@ public class Shock extends Weapon.Enchantment {
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if (Random.Int( level + 4 ) >= 3) {
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points[0] = attacker.pos;
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nPoints = 1;
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affected.clear();
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affected.add( attacker );
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affected.add(attacker);
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hit( defender, Random.Int( 1, damage / 2 ) );
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arcs.clear();
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arcs.add(new Lightning.Arc(attacker.pos, defender.pos));
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hit(defender, Random.Int(1, damage / 2));
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attacker.sprite.parent.add( new Lightning( points, nPoints, null ) );
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attacker.sprite.parent.add( new Lightning( arcs, null ) );
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return true;
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@ -66,10 +65,9 @@ public class Shock extends Weapon.Enchantment {
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return String.format( TXT_SHOCKING, weaponName );
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}
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private ArrayList<Char> affected = new ArrayList<Char>();
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private ArrayList<Char> affected = new ArrayList<>();
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private int[] points = new int[20];
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private int nPoints;
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private ArrayList<Lightning.Arc> arcs = new ArrayList<>();
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private void hit( Char ch, int damage ) {
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@ -77,24 +75,19 @@ public class Shock extends Weapon.Enchantment {
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return;
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}
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affected.add( ch );
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ch.damage( Level.water[ch.pos] && !ch.flying ? (int)(damage * 2) : damage, LightningTrap.LIGHTNING );
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affected.add(ch);
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ch.damage(Level.water[ch.pos] && !ch.flying ? (int) (damage * 2) : damage, LightningTrap.LIGHTNING);
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ch.sprite.centerEmitter().burst( SparkParticle.FACTORY, 3 );
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ch.sprite.centerEmitter().burst(SparkParticle.FACTORY, 3);
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ch.sprite.flash();
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points[nPoints++] = ch.pos;
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HashSet<Char> ns = new HashSet<Char>();
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for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
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Char n = Actor.findChar( ch.pos + Level.NEIGHBOURS8[i] );
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if (n != null && !affected.contains( n )) {
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ns.add( n );
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arcs.add(new Lightning.Arc(ch.pos, n.pos));
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hit(n, Random.Int(damage / 2, damage));
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}
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}
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if (ns.size() > 0) {
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hit( Random.element( ns ), Random.Int( damage / 2, damage ) );
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}
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}
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}
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@ -29,6 +29,8 @@ import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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public class LightningTrap {
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private static final String name = "lightning trap";
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@ -49,15 +51,11 @@ public class LightningTrap {
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}
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}
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int[] points = new int[2];
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ArrayList<Lightning.Arc> arcs = new ArrayList<>();
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arcs.add(new Lightning.Arc(pos - Level.WIDTH, pos + Level.WIDTH));
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arcs.add(new Lightning.Arc(pos - 1, pos + 1));
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points[0] = pos - Level.WIDTH;
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points[1] = pos + Level.WIDTH;
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ch.sprite.parent.add( new Lightning( points, 2, null ) );
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points[0] = pos - 1;
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points[1] = pos + 1;
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ch.sprite.parent.add( new Lightning( points, 2, null ) );
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ch.sprite.parent.add( new Lightning( arcs, null ) );
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}
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CellEmitter.center( pos ).burst( SparkParticle.FACTORY, Random.IntRange( 3, 4 ) );
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@ -24,8 +24,6 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.Lightning;
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public class ShamanSprite extends MobSprite {
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private int[] points = new int[2];
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public ShamanSprite() {
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super();
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@ -52,9 +50,7 @@ public class ShamanSprite extends MobSprite {
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public void zap( int pos ) {
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points[0] = ch.pos;
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points[1] = pos;
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parent.add( new Lightning( points, 2, (Shaman)ch ) );
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parent.add( new Lightning( ch.pos, pos, (Shaman)ch ) );
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turnTo( ch.pos, pos );
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play( zap );
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