/*
* Copyright (c) 2003-onwards Shaven Puppy Ltd
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'Shaven Puppy' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package worm.weapons;
import java.util.ArrayList;
import net.puppygames.applet.effects.BlastEffect;
import net.puppygames.applet.effects.Emitter;
import net.puppygames.applet.effects.EmitterFeature;
import net.puppygames.applet.effects.StrobeEffect;
import org.lwjgl.util.Color;
import worm.Entity;
import worm.Worm;
import worm.WormGameState;
import worm.entities.Building;
import worm.entities.Turret;
import worm.screens.GameScreen;
import com.shavenpuppy.jglib.interpolators.CosineInterpolator;
import com.shavenpuppy.jglib.opengl.GLTexture;
/**
* The disruptor weapon
* @author Cas
*/
public class DisruptorFeature extends WeaponFeature {
private static final int DEFAULT_DURATION = 20;
/** Radius of the blast */
private float radius, minRadius, maxRadius;
/** Radius per reactor */
private float radiusPerReactor;
/** Damage of the blast */
private int damage;
/** Blast texture */
private String texture;
/** Strobe colour */
private Color strobe;
/** Emitter */
private String emitter;
/** duration */
private int duration;
private transient GLTexture textureResource;
private transient EmitterFeature emitterFeature;
/**
* Disruptor instances
*/
private class DisruptorWeaponInstance extends WeaponInstance {
private static final long serialVersionUID = 1L;
/**
* C'tor
* @param entity
*/
public DisruptorWeaponInstance(Entity entity) {
super(entity);
}
@Override
public boolean isAutomatic() {
// Only triggered by <shoot> command
return false;
}
@Override
public float getBlastRange() {
boolean turret = getEntity() instanceof Turret;
if (turret) {
return radius + Math.min(maxReactors, ((Building) getEntity()).getReactors()) * radiusPerReactor;
} else {
return CosineInterpolator.instance.interpolate(minRadius, maxRadius, Worm.getGameState().getDifficulty());
}
}
@Override
protected void doFire(float targetX, float targetY) {
// Override completely to simply fire a disruptor blast
WormGameState gameState = Worm.getGameState();
float sourceX, sourceY;
if (entity == null) {
sourceX = targetX;
sourceY = targetY;
} else {
sourceX = entity.getMapX() + entity.getOffsetX();
sourceY = entity.getMapY() + entity.getOffsetY();
}
if (duration == 0) {
duration = DEFAULT_DURATION;
}
float totalRadius = getBlastRange();
BlastEffect blast = new BlastEffect(sourceX, sourceY, duration, duration, totalRadius, totalRadius, textureResource);
blast.setOffset(GameScreen.getSpriteOffset());
blast.setFadeWhenExpanding(true);
blast.spawn(GameScreen.getInstance());
if (strobe != null) {
StrobeEffect se = new StrobeEffect(strobe, 10);
se.spawn(GameScreen.getInstance());
}
GameScreen.shake(8);
// Emit emitter
if (emitterFeature != null) {
Emitter e = emitterFeature.spawn(GameScreen.getInstance());
e.setLocation(sourceX, sourceY);
}
// Damage nearby gidrahs or buildings depending on who we are.
boolean turret = getEntity() instanceof Turret;
ArrayList<Entity> entities = new ArrayList<Entity>(gameState.getEntities());
int n = entities.size();
for (int i = 0; i < n; ) {
Entity e = entities.get(i);
if (e != entity && e.canCollide() && e.isActive()) {
double dist = e.getDistanceTo(sourceX, sourceY);
if (dist <= totalRadius) {
e.disruptorDamage(damage, turret);
if (e.isDisruptorProof()) {
getEntity().onBulletDeflected(e);
}
entities.remove(i);
n --;
} else {
i ++;
}
} else {
i ++;
}
}
}
}
/**
* C'tor
* @param name
*/
public DisruptorFeature(String name) {
super(name);
}
@Override
public WeaponInstance spawn(Entity entity) {
return new DisruptorWeaponInstance(entity);
}
public int getDamage() {
return damage;
}
public int getArmourPiercing() {
return 0;
}
@Override
public boolean isDisruptor() {
return true;
}
@Override
protected String getDamageStats() {
return String.valueOf(damage);
}
@Override
public boolean confersImmunityFromDisruptors() {
return true;
}
}