v0.6.3: improved visibility and logic for missile weapon degradation

This commit is contained in:
Evan Debenham 2018-01-01 03:47:06 -05:00
parent ec724bea02
commit 4d91ba2a24
7 changed files with 61 additions and 65 deletions

View File

@ -42,8 +42,6 @@ public class Boomerang extends MissileWeapon {
unique = true;
bones = false;
//does not use durability
durability = -1;
}
@Override
@ -90,7 +88,12 @@ public class Boomerang extends MissileWeapon {
return this;
}
@Override
protected float durabilityPerUse() {
return 0;
}
@Override
public void rangedHit( Char enemy ) {
circleBack(enemy.pos, curUser);

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@ -36,8 +36,6 @@ public class Dart extends MissileWeapon {
bones = false; //Finding them in bones would be semi-frequent and disappointing.
//does not use durability
durability = -1;
}
@Override
@ -55,6 +53,11 @@ public class Dart extends MissileWeapon {
return 10;
}
@Override
protected float durabilityPerUse() {
return 0;
}
@Override
protected void rangedHit(Char enemy) {
if (enemy.isAlive())

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@ -64,11 +64,6 @@ public class Javelin extends MissileWeapon {
return super.proc( attacker, defender, damage );
}
@Override
protected void reduceDurability() {
durability -= 10;
}
@Override
public Item random() {
quantity = Random.Int( 5, 15 );

View File

@ -30,12 +30,10 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.SnipersMark;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfSharpshooting;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Projecting;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.watabou.utils.Bundle;
import com.watabou.utils.Random;
import java.util.ArrayList;
@ -49,8 +47,11 @@ abstract public class MissileWeapon extends Weapon {
usesTargeting = true;
}
//weapons which don't use durability should set it to -1
protected float durability = 100;
protected static final float MAX_DURABILITY = 100;
protected float durability = MAX_DURABILITY;
//used to reduce durability from the source weapon stack, rather than the one being thrown.
protected MissileWeapon parent;
@Override
public ArrayList<String> actions( Hero hero ) {
@ -73,6 +74,7 @@ abstract public class MissileWeapon extends Weapon {
protected void onThrow( int cell ) {
Char enemy = Actor.findChar( cell );
if (enemy == null || enemy == curUser) {
parent = null;
super.onThrow( cell );
} else {
if (!curUser.shoot( enemy, this )) {
@ -108,49 +110,50 @@ abstract public class MissileWeapon extends Weapon {
return delay;
}
protected void rangedHit(Char enemy ){
reduceDurability();
protected void rangedHit( Char enemy ){
//if this weapon was thrown from a source stack, degrade that stack.
//unless a weapon is about to break, then break the one being thrown
if (parent != null){
if (parent.durability <= parent.durabilityPerUse()){
durability = 0;
parent.durability = MAX_DURABILITY;
} else {
parent.durability -= parent.durabilityPerUse();
}
parent = null;
} else {
durability -= durabilityPerUse();
}
if (durability > 0){
if (enemy.isAlive())
Buff.affect(enemy, PinCushion.class).stick(this);
else
Dungeon.level.drop( this, enemy.pos).sprite.drop();
if (enemy.isAlive()) Buff.affect(enemy, PinCushion.class).stick(this);
else Dungeon.level.drop( this, enemy.pos).sprite.drop();
}
}
protected void reduceDurability(){
//do nothing by default
protected void rangedMiss( int cell ) {
parent = null;
super.onThrow(cell);
}
protected void rangedMiss(int cell ) {
int bonus = RingOfSharpshooting.getBonus(curUser, RingOfSharpshooting.Aim.class);
//degraded ring of sharpshooting will even make missed shots break.
if (Random.Float() < Math.pow(0.6, -bonus))
super.onThrow( cell );
}
@Override
public Item random() {
if (durability != -1) durability = Random.NormalIntRange(70, 100);
return this;
protected float durabilityPerUse(){
return MAX_DURABILITY/10f;
}
@Override
public void reset() {
super.reset();
durability = 100;
durability = MAX_DURABILITY;
}
@Override
public Item merge(Item other) {
super.merge(other);
if (isSimilar(other) && durability != -1) {
if (isSimilar(other)) {
durability += ((MissileWeapon)other).durability;
durability -= 100;
durability -= MAX_DURABILITY;
while (durability <= 0){
quantity -= 1;
durability += 100;
durability += MAX_DURABILITY;
}
}
return this;
@ -160,14 +163,23 @@ abstract public class MissileWeapon extends Weapon {
public Item split(int amount) {
Item split = super.split(amount);
//the split item will retain lost durability
if (split != null && durability != -1){
durability = 100;
//unless the thrown weapon will break, split off a max durability item and
//have it reduce the durability of the main stack. Cleaner to the player this way
if (split != null){
MissileWeapon m = (MissileWeapon)split;
m.durability = MAX_DURABILITY;
m.parent = this;
}
return split;
}
@Override
public boolean doPickUp(Hero hero) {
parent = null;
return super.doPickUp(hero);
}
@Override
public boolean isUpgradable() {
return false;
@ -206,13 +218,11 @@ abstract public class MissileWeapon extends Weapon {
info += "\n\n" + Messages.get(this, "durability");
//weapons which don't use durability should set it to -1, and have their own text
if (durability >= 100) info += "\n\n" + Messages.get(this, "dur_100");
else if (durability >= 80) info += "\n\n" + Messages.get(this, "dur_80");
else if (durability >= 60) info += "\n\n" + Messages.get(this, "dur_60");
else if (durability >= 40) info += "\n\n" + Messages.get(this, "dur_40");
else if (durability >= 20) info += "\n\n" + Messages.get(this, "dur_20");
else if (durability >= 0) info += "\n\n" + Messages.get(this, "dur_0");
if (durabilityPerUse() > 0){
info += " " + Messages.get(this, "uses_left",
(int)Math.ceil(durability/durabilityPerUse()),
(int)Math.ceil(MAX_DURABILITY/durabilityPerUse()));
}
return info;

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@ -57,11 +57,6 @@ public class Shuriken extends MissileWeapon {
quantity = number;
}
@Override
protected void reduceDurability() {
durability -= 10;
}
@Override
public Item random() {
quantity = Random.Int( 5, 15 );

View File

@ -65,11 +65,6 @@ public class Tamahawk extends MissileWeapon {
return super.proc( attacker, defender, damage );
}
@Override
protected void reduceDurability() {
durability -= 10;
}
@Override
public Item random() {
quantity = Random.Int( 5, 12 );

View File

@ -945,13 +945,8 @@ items.weapon.missiles.javelin.desc=This length of metal is weighted to keep the
items.weapon.missiles.missileweapon.stats=This missile weapon deals _%1$d-%2$d damage_ and requires _%3$d strength_ to use properly.
items.weapon.missiles.missileweapon.distance=This weapon is designed to be used at a distance, it is much less accurate at melee range.
items.weapon.missiles.missileweapon.durability=Missile weapons will wear out and break as they are used. You will automatically combine parts so that only the first weapon in a stack is worn.
items.weapon.missiles.missileweapon.dur_100=The first weapon is in _perfect condition._
items.weapon.missiles.missileweapon.dur_80=The first weapon is in _excellent condition._
items.weapon.missiles.missileweapon.dur_60=The first weapon is in _good condition._
items.weapon.missiles.missileweapon.dur_40=The first weapon is in _fair condition._
items.weapon.missiles.missileweapon.dur_20=The first weapon is in _poor condition._
items.weapon.missiles.missileweapon.dur_0=The first weapon is in _terrible condition._
items.weapon.missiles.missileweapon.durability=Missile weapons will wear out and break as they are used.
items.weapon.missiles.missileweapon.uses_left=This stack of weapons has _%d/%d_ uses left before one breaks.
items.weapon.missiles.shuriken.name=shuriken
items.weapon.missiles.shuriken.desc=Star-shaped pieces of metal with razor-sharp blades do significant damage when they hit a target. They can be thrown at very high rate.