Magic_Ling_Pixel_Dungeon/src/com/shatteredpixel/shatteredpixeldungeon/levels/PrisonBossLevel.java

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/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* 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.levels;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Bones;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Bestiary;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room.Type;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.watabou.noosa.Scene;
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import com.watabou.utils.Bundle;
import com.watabou.utils.Graph;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
import java.util.List;
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public class PrisonBossLevel extends RegularLevel {
{
color1 = 0x6a723d;
color2 = 0x88924c;
}
private Room anteroom;
private int arenaDoor;
private boolean enteredArena = false;
private boolean keyDropped = false;
@Override
public String tilesTex() {
return Assets.TILES_PRISON;
}
@Override
public String waterTex() {
return Assets.WATER_PRISON;
}
private static final String ARENA = "arena";
private static final String DOOR = "door";
private static final String ENTERED = "entered";
private static final String DROPPED = "droppped";
@Override
public void storeInBundle( Bundle bundle ) {
super.storeInBundle( bundle );
bundle.put( ARENA, roomExit );
bundle.put( DOOR, arenaDoor );
bundle.put( ENTERED, enteredArena );
bundle.put( DROPPED, keyDropped );
}
@Override
public void restoreFromBundle( Bundle bundle ) {
super.restoreFromBundle( bundle );
roomExit = (Room)bundle.get( ARENA );
arenaDoor = bundle.getInt( DOOR );
enteredArena = bundle.getBoolean( ENTERED );
keyDropped = bundle.getBoolean( DROPPED );
}
@Override
protected boolean build() {
initRooms();
int distance;
int retry = 0;
do {
if (retry++ > 10) {
return false;
}
int innerRetry = 0;
do {
if (innerRetry++ > 10) {
return false;
}
roomEntrance = Random.element( rooms );
} while (roomEntrance.width() < 4 || roomEntrance.height() < 4);
innerRetry = 0;
do {
if (innerRetry++ > 10) {
return false;
}
roomExit = Random.element( rooms );
} while (
roomExit == roomEntrance ||
roomExit.width() < 7 ||
roomExit.height() < 7 ||
roomExit.top == 0);
Graph.buildDistanceMap( rooms, roomExit );
distance = Graph.buildPath( rooms, roomEntrance, roomExit ).size();
} while (distance < 3);
roomEntrance.type = Type.ENTRANCE;
roomExit.type = Type.BOSS_EXIT;
List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit );
Graph.setPrice( path, roomEntrance.distance );
Graph.buildDistanceMap( rooms, roomExit );
path = Graph.buildPath( rooms, roomEntrance, roomExit );
anteroom = path.get( path.size() - 2 );
anteroom.type = Type.STANDARD;
Room room = roomEntrance;
for (Room next : path) {
room.connect( next );
room = next;
}
for (Room r : rooms) {
if (r.type == Type.NULL && r.connected.size() > 0) {
r.type = Type.PASSAGE;
}
}
paint();
Room r = (Room)roomExit.connected.keySet().toArray()[0];
if (roomExit.connected.get( r ).y == roomExit.top) {
return false;
}
paintWater();
paintGrass();
placeTraps();
return true;
}
protected boolean[] water() {
return Patch.generate( 0.45f, 5 );
}
protected boolean[] grass() {
return Patch.generate( 0.30f, 4 );
}
protected void paintDoors( Room r ) {
for (Room n : r.connected.keySet()) {
if (r.type == Type.NULL) {
continue;
}
Point door = r.connected.get( n );
if (r.type == Room.Type.PASSAGE && n.type == Room.Type.PASSAGE) {
Painter.set( this, door, Terrain.EMPTY );
} else {
Painter.set( this, door, Terrain.DOOR );
}
}
}
@Override
protected void placeTraps() {
int nTraps = nTraps();
for (int i=0; i < nTraps; i++) {
int trapPos = Random.Int( LENGTH );
if (map[trapPos] == Terrain.EMPTY) {
map[trapPos] = Terrain.POISON_TRAP;
}
}
}
@Override
protected void decorate() {
for (int i=WIDTH + 1; i < LENGTH - WIDTH - 1; i++) {
if (map[i] == Terrain.EMPTY) {
float c = 0.15f;
if (map[i + 1] == Terrain.WALL && map[i + WIDTH] == Terrain.WALL) {
c += 0.2f;
}
if (map[i - 1] == Terrain.WALL && map[i + WIDTH] == Terrain.WALL) {
c += 0.2f;
}
if (map[i + 1] == Terrain.WALL && map[i - WIDTH] == Terrain.WALL) {
c += 0.2f;
}
if (map[i - 1] == Terrain.WALL && map[i - WIDTH] == Terrain.WALL) {
c += 0.2f;
}
if (Random.Float() < c) {
map[i] = Terrain.EMPTY_DECO;
}
}
}
for (int i=0; i < WIDTH; i++) {
if (map[i] == Terrain.WALL &&
(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
Random.Int( 4 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
for (int i=WIDTH; i < LENGTH - WIDTH; i++) {
if (map[i] == Terrain.WALL &&
map[i - WIDTH] == Terrain.WALL &&
(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
Random.Int( 2 ) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
while (true) {
int pos = roomEntrance.random();
if (pos != entrance) {
map[pos] = Terrain.SIGN;
break;
}
}
Point door = roomExit.entrance();
arenaDoor = door.x + door.y * WIDTH;
Painter.set( this, arenaDoor, Terrain.LOCKED_DOOR );
Painter.fill( this,
roomExit.left + 2,
roomExit.top + 2,
roomExit.width() - 3,
roomExit.height() - 3,
Terrain.INACTIVE_TRAP );
}
@Override
protected void createMobs() {
}
public Actor respawner() {
return null;
}
@Override
protected void createItems() {
int keyPos = anteroom.random();
while (!passable[keyPos]) {
keyPos = anteroom.random();
}
drop( new IronKey( Dungeon.depth ), keyPos ).type = Heap.Type.CHEST;
Item item = Bones.get();
if (item != null) {
int pos;
do {
pos = roomEntrance.random();
} while (pos == entrance || map[pos] == Terrain.SIGN);
drop( item, pos ).type = Heap.Type.REMAINS;
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}
}
@Override
public void press( int cell, Char ch ) {
super.press( cell, ch );
if (ch == Dungeon.hero && !enteredArena && roomExit.inside( cell )) {
enteredArena = true;
locked = true;
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int pos;
do {
pos = roomExit.random();
} while (pos == cell || Actor.findChar( pos ) != null);
Mob boss = Bestiary.mob( Dungeon.depth );
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boss.state = boss.HUNTING;
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boss.pos = pos;
GameScene.add( boss );
boss.notice();
mobPress( boss );
set( arenaDoor, Terrain.LOCKED_DOOR );
GameScene.updateMap( arenaDoor );
Dungeon.observe();
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}
}
@Override
public Heap drop( Item item, int cell ) {
if (!keyDropped && item instanceof SkeletonKey) {
keyDropped = true;
locked = false;
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set( arenaDoor, Terrain.DOOR );
GameScene.updateMap( arenaDoor );
Dungeon.observe();
}
return super.drop( item, cell );
}
@Override
public int randomRespawnCell() {
return -1;
}
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.WATER:
return "Dark cold water.";
default:
return super.tileName( tile );
}
}
@Override
public String tileDesc(int tile) {
switch (tile) {
case Terrain.EMPTY_DECO:
return "There are old blood stains on the floor.";
default:
return super.tileDesc( tile );
}
}
@Override
public void addVisuals( Scene scene ) {
PrisonLevel.addVisuals( this, scene );
}
}