2014-07-27 13:39:07 +00:00
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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2014-08-03 18:46:22 +00:00
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package com.shatteredpixel.shatteredpixeldungeon.levels;
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2014-07-27 13:39:07 +00:00
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import com.watabou.noosa.Camera;
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import com.watabou.noosa.Scene;
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import com.watabou.noosa.audio.Sample;
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2014-08-03 18:46:22 +00:00
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Bones;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Bestiary;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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2014-07-27 13:39:07 +00:00
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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public class CavesBossLevel extends Level {
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{
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color1 = 0x534f3e;
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color2 = 0xb9d661;
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viewDistance = 6;
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}
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private static final int ROOM_LEFT = WIDTH / 2 - 2;
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private static final int ROOM_RIGHT = WIDTH / 2 + 2;
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private static final int ROOM_TOP = HEIGHT / 2 - 2;
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private static final int ROOM_BOTTOM = HEIGHT / 2 + 2;
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private int arenaDoor;
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private boolean enteredArena = false;
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private boolean keyDropped = false;
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@Override
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public String tilesTex() {
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return Assets.TILES_CAVES;
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}
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@Override
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public String waterTex() {
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return Assets.WATER_CAVES;
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}
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private static final String DOOR = "door";
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private static final String ENTERED = "entered";
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private static final String DROPPED = "droppped";
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@Override
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public void storeInBundle( Bundle bundle ) {
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super.storeInBundle( bundle );
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bundle.put( DOOR, arenaDoor );
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bundle.put( ENTERED, enteredArena );
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bundle.put( DROPPED, keyDropped );
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}
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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super.restoreFromBundle( bundle );
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arenaDoor = bundle.getInt( DOOR );
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enteredArena = bundle.getBoolean( ENTERED );
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keyDropped = bundle.getBoolean( DROPPED );
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}
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@Override
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protected boolean build() {
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int topMost = Integer.MAX_VALUE;
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for (int i=0; i < 8; i++) {
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int left, right, top, bottom;
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if (Random.Int( 2 ) == 0) {
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left = Random.Int( 1, ROOM_LEFT - 3 );
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right = ROOM_RIGHT + 3;
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} else {
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left = ROOM_LEFT - 3;
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right = Random.Int( ROOM_RIGHT + 3, WIDTH - 1 );
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}
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if (Random.Int( 2 ) == 0) {
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top = Random.Int( 2, ROOM_TOP - 3 );
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bottom = ROOM_BOTTOM + 3;
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} else {
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top = ROOM_LEFT - 3;
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bottom = Random.Int( ROOM_TOP + 3, HEIGHT - 1 );
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}
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Painter.fill( this, left, top, right - left + 1, bottom - top + 1, Terrain.EMPTY );
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if (top < topMost) {
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topMost = top;
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exit = Random.Int( left, right ) + (top - 1) * WIDTH;
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}
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}
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map[exit] = Terrain.LOCKED_EXIT;
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for (int i=0; i < LENGTH; i++) {
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if (map[i] == Terrain.EMPTY && Random.Int( 6 ) == 0) {
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map[i] = Terrain.INACTIVE_TRAP;
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}
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}
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Painter.fill( this, ROOM_LEFT - 1, ROOM_TOP - 1,
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ROOM_RIGHT - ROOM_LEFT + 3, ROOM_BOTTOM - ROOM_TOP + 3, Terrain.WALL );
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Painter.fill( this, ROOM_LEFT, ROOM_TOP + 1,
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ROOM_RIGHT - ROOM_LEFT + 1, ROOM_BOTTOM - ROOM_TOP, Terrain.EMPTY );
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Painter.fill( this, ROOM_LEFT, ROOM_TOP,
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ROOM_RIGHT - ROOM_LEFT + 1, 1, Terrain.TOXIC_TRAP );
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arenaDoor = Random.Int( ROOM_LEFT, ROOM_RIGHT ) + (ROOM_BOTTOM + 1) * WIDTH;
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map[arenaDoor] = Terrain.DOOR;
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entrance = Random.Int( ROOM_LEFT + 1, ROOM_RIGHT - 1 ) +
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Random.Int( ROOM_TOP + 1, ROOM_BOTTOM - 1 ) * WIDTH;
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map[entrance] = Terrain.ENTRANCE;
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boolean[] patch = Patch.generate( 0.45f, 6 );
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for (int i=0; i < LENGTH; i++) {
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if (map[i] == Terrain.EMPTY && patch[i]) {
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map[i] = Terrain.WATER;
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}
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}
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return true;
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}
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@Override
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protected void decorate() {
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for (int i=WIDTH + 1; i < LENGTH - WIDTH; i++) {
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if (map[i] == Terrain.EMPTY) {
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int n = 0;
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if (map[i+1] == Terrain.WALL) {
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n++;
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}
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if (map[i-1] == Terrain.WALL) {
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n++;
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}
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if (map[i+WIDTH] == Terrain.WALL) {
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n++;
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}
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if (map[i-WIDTH] == Terrain.WALL) {
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n++;
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}
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if (Random.Int( 8 ) <= n) {
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map[i] = Terrain.EMPTY_DECO;
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}
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}
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}
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for (int i=0; i < LENGTH; i++) {
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if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) {
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map[i] = Terrain.WALL_DECO;
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}
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}
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int sign;
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do {
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sign = Random.Int( ROOM_LEFT, ROOM_RIGHT ) + Random.Int( ROOM_TOP, ROOM_BOTTOM ) * WIDTH;
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} while (sign == entrance);
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map[sign] = Terrain.SIGN;
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}
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@Override
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protected void createMobs() {
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}
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public Actor respawner() {
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return null;
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}
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@Override
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protected void createItems() {
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Item item = Bones.get();
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if (item != null) {
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int pos;
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do {
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pos = Random.IntRange( ROOM_LEFT, ROOM_RIGHT ) + Random.IntRange( ROOM_TOP + 1, ROOM_BOTTOM ) * WIDTH;
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} while (pos == entrance || map[pos] == Terrain.SIGN);
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drop( item, pos ).type = Heap.Type.SKELETON;
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}
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}
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@Override
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public int randomRespawnCell() {
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return -1;
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}
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@Override
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public void press( int cell, Char hero ) {
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super.press( cell, hero );
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if (!enteredArena && outsideEntraceRoom( cell ) && hero == Dungeon.hero) {
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enteredArena = true;
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Mob boss = Bestiary.mob( Dungeon.depth );
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boss.state = Mob.State.HUNTING;
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do {
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boss.pos = Random.Int( LENGTH );
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} while (
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!passable[boss.pos] ||
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!outsideEntraceRoom( boss.pos ) ||
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Dungeon.visible[boss.pos]);
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GameScene.add( boss );
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set( arenaDoor, Terrain.WALL );
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GameScene.updateMap( arenaDoor );
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Dungeon.observe();
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CellEmitter.get( arenaDoor ).start( Speck.factory( Speck.ROCK ), 0.07f, 10 );
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Camera.main.shake( 3, 0.7f );
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Sample.INSTANCE.play( Assets.SND_ROCKS );
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}
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}
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@Override
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public Heap drop( Item item, int cell ) {
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if (!keyDropped && item instanceof SkeletonKey) {
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keyDropped = true;
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CellEmitter.get( arenaDoor ).start( Speck.factory( Speck.ROCK ), 0.07f, 10 );
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set( arenaDoor, Terrain.EMPTY_DECO );
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GameScene.updateMap( arenaDoor );
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Dungeon.observe();
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}
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return super.drop( item, cell );
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}
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private boolean outsideEntraceRoom( int cell ) {
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int cx = cell % WIDTH;
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int cy = cell / WIDTH;
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return cx < ROOM_LEFT-1 || cx > ROOM_RIGHT+1 || cy < ROOM_TOP-1 || cy > ROOM_BOTTOM+1;
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}
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@Override
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public String tileName( int tile ) {
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switch (tile) {
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case Terrain.GRASS:
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return "Fluorescent moss";
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case Terrain.HIGH_GRASS:
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return "Fluorescent mushrooms";
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case Terrain.WATER:
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return "Freezing cold water.";
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default:
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return super.tileName( tile );
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}
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}
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@Override
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public String tileDesc( int tile ) {
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switch (tile) {
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case Terrain.ENTRANCE:
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return "The ladder leads up to the upper depth.";
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case Terrain.EXIT:
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return "The ladder leads down to the lower depth.";
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case Terrain.HIGH_GRASS:
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return "Huge mushrooms block the view.";
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case Terrain.WALL_DECO:
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return "A vein of some ore is visible on the wall. Gold?";
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default:
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return super.tileDesc( tile );
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}
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}
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@Override
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public void addVisuals( Scene scene ) {
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CavesLevel.addVisuals( this, scene );
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}
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}
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