/*
 * Pixel Dungeon
 * Copyright (C) 2012-2015 Oleg Dolya
 *
 * Shattered Pixel Dungeon
 * Copyright (C) 2014-2026 Evan Debenham
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>
 */

package com.shatteredpixel.shatteredpixeldungeon.items.armor.glyphs;

import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlastWave;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.utils.Random;

public class Repulsion extends Armor.Glyph {

	private static ItemSprite.Glowing WHITE = new ItemSprite.Glowing( 0xFFFFFF );
	
	@Override
	public int proc( Armor armor, Char attacker, Char defender, int damage) {

		int level = Math.max( 0, armor.buffedLvl() );

		// lvl 0 - 20%
		// lvl 1 - 33%
		// lvl 2 - 43%
		float procChance = (level+1f)/(level+5f) * procChanceMultiplier(defender);
		if (Dungeon.level.adjacent(attacker.pos, defender.pos) && Random.Float() < procChance){

			float powerMulti = Math.max(1f, procChance);

			int oppositeHero = attacker.pos + (attacker.pos - defender.pos);
			Ballistica trajectory = new Ballistica(attacker.pos, oppositeHero, Ballistica.MAGIC_BOLT);
			WandOfBlastWave.throwChar(attacker,
					trajectory,
					Math.round(2 * powerMulti),
					true,
					true,
					this);
		}
		
		return damage;
	}

	@Override
	public ItemSprite.Glowing glowing() {
		return WHITE;
	}
}
