v0.6.3: reworked core logic for ranged weapons

Still work to do:
- need to rework ring of sharpshooting
- need to convert huntress class powers
- need to adjust how ranged weapons are dropped
- need to change ranged weapon implementations
This commit is contained in:
Evan Debenham 2017-12-31 15:32:48 -05:00
parent 57b1f1e759
commit ec724bea02
14 changed files with 237 additions and 136 deletions

View File

@ -42,6 +42,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Vertigo;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfElements;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.Door;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
@ -143,9 +144,15 @@ public abstract class Char extends Actor {
if (hit( this, enemy, false )) {
// FIXME
int dr = this instanceof Hero && ((Hero)this).rangedWeapon != null && ((Hero)this).subClass ==
HeroSubClass.SNIPER ? 0 : enemy.drRoll();
int dr = enemy.drRoll();
if (this instanceof Hero){
Hero h = (Hero)this;
if (h.belongings.weapon instanceof MissileWeapon
&& h.subClass == HeroSubClass.SNIPER){
dr = 0;
}
}
int dmg;
Preparation prep = buff(Preparation.class);

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@ -36,7 +36,7 @@ public class PinCushion extends Buff {
public void stick(MissileWeapon projectile){
for (Item item : items){
if (item.isSimilar(projectile)){
item.quantity(item.quantity() + projectile.quantity());
item.merge(projectile);
return;
}
}

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@ -157,8 +157,7 @@ public class Hero extends Char {
private Char enemy;
public boolean resting = false;
public MissileWeapon rangedWeapon = null;
public Belongings belongings;
public int STR;
@ -282,22 +281,26 @@ public class Hero extends Char {
public boolean shoot( Char enemy, MissileWeapon wep ) {
rangedWeapon = wep;
//temporarily set the hero's weapon to the missile weapon being used
KindOfWeapon equipped = belongings.weapon;
belongings.weapon = wep;
boolean result = attack( enemy );
Invisibility.dispel();
rangedWeapon = null;
belongings.weapon = equipped;
return result;
}
@Override
public int attackSkill( Char target ) {
KindOfWeapon wep = belongings.weapon;
float accuracy = 1;
if (rangedWeapon != null && Dungeon.level.distance( pos, target.pos ) == 1) {
if (wep instanceof MissileWeapon
&& Dungeon.level.distance( pos, target.pos ) == 1) {
accuracy *= 0.5f;
}
KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon;
if (wep != null) {
return (int)(attackSkill * accuracy * wep.accuracyFactor( this ));
} else {
@ -352,7 +355,7 @@ public class Hero extends Char {
@Override
public int damageRoll() {
KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon;
KindOfWeapon wep = belongings.weapon;
int dmg;
if (wep != null) {
@ -400,14 +403,9 @@ public class Hero extends Char {
}
public boolean canSurpriseAttack(){
if (belongings.weapon == null || !(belongings.weapon instanceof Weapon))
return true;
if (STR() < ((Weapon)belongings.weapon).STRReq())
return false;
if (belongings.weapon instanceof Flail && rangedWeapon == null)
return false;
if (belongings.weapon == null || !(belongings.weapon instanceof Weapon)) return true;
if (STR() < ((Weapon)belongings.weapon).STRReq()) return false;
if (belongings.weapon instanceof Flail) return false;
return true;
}
@ -438,10 +436,9 @@ public class Hero extends Char {
}
public float attackDelay() {
KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon;
if (wep != null) {
if (belongings.weapon != null) {
return wep.speedFactor( this );
return belongings.weapon.speedFactor( this );
} else {
//Normally putting furor speed on unarmed attacks would be unnecessary
@ -915,14 +912,14 @@ public class Hero extends Char {
@Override
public int attackProc( Char enemy, int damage ) {
KindOfWeapon wep = rangedWeapon != null ? rangedWeapon : belongings.weapon;
KindOfWeapon wep = belongings.weapon;
if (wep != null) damage = wep.proc( this, enemy, damage );
switch (subClass) {
case SNIPER:
if (rangedWeapon != null) {
Buff.prolong( this, SnipersMark.class, attackDelay() * 1.1f ).object = enemy.id();
if (wep instanceof MissileWeapon) {
Buff.prolong( this, SnipersMark.class, attackDelay() ).object = enemy.id();
}
break;
default:

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@ -181,8 +181,7 @@ public class Heap implements Bundlable {
for (Item i : items) {
if (i.isSimilar( item )) {
i.quantity += item.quantity;
item = i;
item = i.merge( item );
break;
}
}

View File

@ -28,12 +28,10 @@ import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Combo;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.SnipersMark;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.items.bags.Bag;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.Boomerang;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.journal.Catalog;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
@ -159,6 +157,15 @@ public class Item implements Bundlable {
}
}
//takes two items and merges them (if possible)
public Item merge( Item other ){
if (isSimilar( other )){
quantity += other.quantity;
other.quantity = 0;
}
return this;
}
public boolean collect( Bag container ) {
ArrayList<Item> items = container.items;
@ -176,7 +183,7 @@ public class Item implements Bundlable {
if (stackable) {
for (Item item:items) {
if (isSimilar( item )) {
item.quantity += quantity;
item.merge( this );
item.updateQuickslot();
return true;
}
@ -207,6 +214,29 @@ public class Item implements Bundlable {
return collect( Dungeon.hero.belongings.backpack );
}
//returns a new item if the split was sucessful and there are now 2 items, otherwise null
public Item split( int amount ){
if (amount <= 0 || amount >= quantity()) {
return null;
} else {
try {
//pssh, who needs copy constructors?
Item split = getClass().newInstance();
Bundle copy = new Bundle();
this.storeInBundle(copy);
split.restoreFromBundle(copy);
split.quantity(amount);
quantity -= amount;
return split;
} catch (Exception e){
ShatteredPixelDungeon.reportException(e);
return null;
}
}
}
public final Item detach( Bag container ) {
if (quantity <= 0) {
@ -224,24 +254,12 @@ public class Item implements Bundlable {
} else {
quantity--;
updateQuickslot();
try {
//pssh, who needs copy constructors?
Item detached = getClass().newInstance();
Bundle copy = new Bundle();
this.storeInBundle(copy);
detached.restoreFromBundle(copy);
detached.quantity(1);
detached.onDetach( );
return detached;
} catch (Exception e) {
ShatteredPixelDungeon.reportException(e);
return null;
}
Item detached = split(1);
updateQuickslot();
if (detached != null) detached.onDetach( );
return detached;
}
}
@ -474,7 +492,7 @@ public class Item implements Bundlable {
return new Ballistica( user.pos, dst, Ballistica.PROJECTILE ).collisionPos;
}
public void cast( final Hero user, int dst ) {
public void cast( final Hero user, final int dst ) {
final int cell = throwPos( user, dst );
user.sprite.zap( cell );
@ -484,22 +502,8 @@ public class Item implements Bundlable {
Char enemy = Actor.findChar( cell );
QuickSlotButton.target(enemy);
// FIXME!!!
float delay = TIME_TO_THROW;
if (this instanceof MissileWeapon) {
delay *= ((MissileWeapon)this).speedFactor( user );
if (enemy != null) {
SnipersMark mark = user.buff( SnipersMark.class );
if (mark != null) {
if (mark.object == enemy.id()) {
delay *= 0.5f;
}
user.remove( mark );
}
}
}
final float finalDelay = delay;
final float delay = castDelay(user, dst);
if (enemy != null) {
((MissileSprite) user.sprite.parent.recycle(MissileSprite.class)).
@ -510,7 +514,7 @@ public class Item implements Bundlable {
@Override
public void call() {
Item.this.detach(user.belongings.backpack).onThrow(cell);
user.spendAndNext(finalDelay);
user.spendAndNext(delay);
}
});
} else {
@ -522,12 +526,16 @@ public class Item implements Bundlable {
@Override
public void call() {
Item.this.detach(user.belongings.backpack).onThrow(cell);
user.spendAndNext(finalDelay);
user.spendAndNext(delay);
}
});
}
}
public float castDelay( Char user, int dst ){
return TIME_TO_THROW;
}
protected static Hero curUser = null;
protected static Item curItem = null;
protected static CellSelector.Listener thrower = new CellSelector.Listener() {

View File

@ -41,6 +41,9 @@ public class Boomerang extends MissileWeapon {
unique = true;
bones = false;
//does not use durability
durability = -1;
}
@Override
@ -87,22 +90,14 @@ public class Boomerang extends MissileWeapon {
return this;
}
@Override
public Item degrade() {
return super.degrade();
public void rangedHit( Char enemy ) {
circleBack(enemy.pos, curUser);
}
@Override
public int proc( Char attacker, Char defender, int damage ) {
if (attacker instanceof Hero && ((Hero)attacker).rangedWeapon == this) {
circleBack( defender.pos, (Hero)attacker );
}
return super.proc( attacker, defender, damage );
}
@Override
protected void miss( int cell ) {
protected void rangedMiss( int cell ) {
circleBack( cell, curUser );
}

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@ -28,7 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class CurareDart extends MissileWeapon {
public class CurareDart extends Dart {
public static final float DURATION = 3f;
@ -36,16 +36,6 @@ public class CurareDart extends MissileWeapon {
image = ItemSpriteSheet.CURARE_DART;
}
@Override
public int min(int lvl) {
return 1;
}
@Override
public int max(int lvl) {
return 3;
}
@Override
public int STRReq(int lvl) {
return 14;

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@ -21,6 +21,10 @@
package com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.PinCushion;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
@ -31,6 +35,9 @@ public class Dart extends MissileWeapon {
image = ItemSpriteSheet.DART;
bones = false; //Finding them in bones would be semi-frequent and disappointing.
//does not use durability
durability = -1;
}
@Override
@ -47,7 +54,15 @@ public class Dart extends MissileWeapon {
public int STRReq(int lvl) {
return 10;
}
@Override
protected void rangedHit(Char enemy) {
if (enemy.isAlive())
Buff.affect(enemy, PinCushion.class).stick(new Dart());
else
Dungeon.level.drop( new Dart(), enemy.pos).sprite.drop();
}
public Dart() {
this( 1 );
}

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@ -33,22 +33,12 @@ import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
import com.watabou.utils.Random;
public class IncendiaryDart extends MissileWeapon {
public class IncendiaryDart extends Dart {
{
image = ItemSpriteSheet.INCENDIARY_DART;
}
@Override
public int min(int lvl) {
return 1;
}
@Override
public int max(int lvl) {
return 2;
}
@Override
public int STRReq(int lvl) {
return 12;
@ -66,10 +56,12 @@ public class IncendiaryDart extends MissileWeapon {
@Override
protected void onThrow( int cell ) {
Char enemy = Actor.findChar( cell );
if ((enemy == null || enemy == curUser) && Dungeon.level.flamable[cell])
GameScene.add( Blob.seed( cell, 4, Fire.class ) );
else
super.onThrow( cell );
if ((enemy == null || enemy == curUser) && Dungeon.level.flamable[cell]) {
GameScene.add(Blob.seed(cell, 4, Fire.class));
Dungeon.level.drop(new Dart(), cell).sprite.drop();
} else{
super.onThrow(cell);
}
}
@Override

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@ -64,6 +64,11 @@ 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 );

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@ -26,6 +26,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.PinCushion;
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;
@ -33,6 +34,7 @@ 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;
@ -47,6 +49,9 @@ abstract public class MissileWeapon extends Weapon {
usesTargeting = true;
}
//weapons which don't use durability should set it to -1
protected float durability = 100;
@Override
public ArrayList<String> actions( Hero hero ) {
ArrayList<String> actions = super.actions( hero );
@ -68,32 +73,56 @@ abstract public class MissileWeapon extends Weapon {
protected void onThrow( int cell ) {
Char enemy = Actor.findChar( cell );
if (enemy == null || enemy == curUser) {
if (this instanceof Boomerang)
super.onThrow( cell );
else
miss( cell );
} else {
if (!curUser.shoot( enemy, this )) {
miss( cell );
} else if (!(this instanceof Boomerang)){
rangedMiss( cell );
} else {
int bonus = RingOfSharpshooting.getBonus(curUser, RingOfSharpshooting.Aim.class);
//int bonus = RingOfSharpshooting.getBonus(curUser, RingOfSharpshooting.Aim.class);
if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null)
bonus += 3;
if (Random.Float() > Math.pow(0.7, bonus)){
if (enemy.isAlive())
Buff.affect(enemy, PinCushion.class).stick(this);
else
Dungeon.level.drop( this, enemy.pos).sprite.drop();
}
//if (curUser.heroClass == HeroClass.HUNTRESS && enemy.buff(PinCushion.class) == null)
// bonus += 3;
rangedHit( enemy );
}
}
}
protected void miss( int cell ) {
@Override
public float castDelay(Char user, int dst) {
float delay = speedFactor( user );
Char enemy = Actor.findChar(dst);
if (enemy != null) {
SnipersMark mark = user.buff( SnipersMark.class );
if (mark != null) {
if (mark.object == enemy.id()) {
delay *= 0.5f;
}
}
}
return delay;
}
protected void rangedHit(Char enemy ){
reduceDurability();
if (durability > 0){
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 ) {
int bonus = RingOfSharpshooting.getBonus(curUser, RingOfSharpshooting.Aim.class);
//degraded ring of sharpshooting will even make missed shots break.
@ -102,26 +131,43 @@ abstract public class MissileWeapon extends Weapon {
}
@Override
public int proc( Char attacker, Char defender, int damage ) {
Hero hero = (Hero)attacker;
if (hero.rangedWeapon == null && stackable) {
if (quantity == 1) {
doUnequip( hero, false, false );
} else {
detach( null );
}
}
return super.proc( attacker, defender, damage );
public Item random() {
if (durability != -1) durability = Random.NormalIntRange(70, 100);
return this;
}
@Override
public Item random() {
public void reset() {
super.reset();
durability = 100;
}
@Override
public Item merge(Item other) {
super.merge(other);
if (isSimilar(other) && durability != -1) {
durability += ((MissileWeapon)other).durability;
durability -= 100;
while (durability <= 0){
quantity -= 1;
durability += 100;
}
}
return this;
}
@Override
public Item split(int amount) {
Item split = super.split(amount);
//the split item will retain lost durability
if (split != null && durability != -1){
durability = 100;
}
return split;
}
@Override
public boolean isUpgradable() {
return false;
@ -158,6 +204,34 @@ abstract public class MissileWeapon extends Weapon {
info += "\n\n" + Messages.get(MissileWeapon.class, "distance");
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");
return info;
}
private static final String DURABILITY = "durability";
@Override
public void storeInBundle(Bundle bundle) {
super.storeInBundle(bundle);
bundle.put(DURABILITY, durability);
}
@Override
public void restoreFromBundle(Bundle bundle) {
super.restoreFromBundle(bundle);
//compatibility with pre-0.6.3 saves
if (bundle.contains(DURABILITY)) {
durability = bundle.getInt(DURABILITY);
}
}
}

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

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@ -65,6 +65,11 @@ 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

@ -928,12 +928,14 @@ items.weapon.melee.wornshortsword.desc=A quite short sword, worn down through he
###missile weapons
items.weapon.missiles.boomerang.name=boomerang
items.weapon.missiles.boomerang.desc=Thrown to the enemy this flat curved wooden missile will return to the hands of its thrower.
items.weapon.missiles.boomerang.durability=Due it its solid construction, this boomerang will not break from use.
items.weapon.missiles.curaredart.name=curare dart
items.weapon.missiles.curaredart.desc=These little evil darts don't do much damage but they can paralyze the target leaving it helpless and motionless for some time.
items.weapon.missiles.dart.name=dart
items.weapon.missiles.dart.desc=These simple metal spikes are weighted to fly true and sting their prey with a flick of the wrist.
items.weapon.missiles.dart.durability=Due to their size and simple construction, darts will never break from use. However specially tipped darts will lose their effect after one use.
items.weapon.missiles.incendiarydart.name=incendiary dart
items.weapon.missiles.incendiarydart.desc=The spike on each of these darts is designed to pin it to its target while the unstable compounds strapped to its length burst into brilliant flames.
@ -943,6 +945,13 @@ 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.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.