/*
 * 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.weapon.curses;

import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Blindness;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.Weapon;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
import com.watabou.noosa.audio.Sample;
import com.watabou.utils.Random;

public class Dazzling extends Weapon.Enchantment {

	private static ItemSprite.Glowing BLACK = new ItemSprite.Glowing( 0x000000 );

	@Override
	public int proc(Weapon weapon, Char attacker, Char defender, int damage ) {

		float procChance = 1/10f * procChanceMultiplier(attacker);
		if (Random.Float() < procChance) {
			for (Char ch : Actor.chars()){
				if (ch.fieldOfView != null && ch.fieldOfView[defender.pos]){
					Buff.prolong(ch, Blindness.class, ch == attacker ? Blindness.DURATION : Blindness.DURATION/2f);
					if (ch == Dungeon.hero){
						GameScene.flash(0x80FFFFFF);
					}
				}
			}
			if (Dungeon.level.heroFOV[attacker.pos] || Dungeon.level.heroFOV[defender.pos]){
				Sample.INSTANCE.play( Assets.Sounds.BLAST );
			}
		}

		return damage;
	}

	@Override
	public boolean curse() {
		return true;
	}

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