v1.2.0: implemented sentry rooms (minus loot)

This commit is contained in:
Evan Debenham 2022-03-14 15:34:53 -04:00
parent adfce863d6
commit 0ef903befb
4 changed files with 382 additions and 0 deletions

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@ -14,6 +14,9 @@ levels.rooms.special.magicalfireroom$eternalfire.desc=A wall of dense magical fi
levels.rooms.special.massgraveroom$bones.name=Mass grave levels.rooms.special.massgraveroom$bones.name=Mass grave
levels.rooms.special.massgraveroom$bones.desc=Bones litter the floor, what happened here? levels.rooms.special.massgraveroom$bones.desc=Bones litter the floor, what happened here?
levels.rooms.special.sentryroom$sentry.name=red sentry
levels.rooms.special.sentryroom$sentry.desc=This blood-red sentry seems to be positioned here to guard the treasure at the other end of this room. It will fire beams of disintegration magic at you if you step in the area it defends. It's immune to all harmful effects, but seems to take a while to charge up before it starts firing.\n\nSomehow the sentry only wants to fire on you, as if it knows that the denizens of the dungeon are no threat to the treasure.
levels.rooms.special.toxicgasroom$toxicvent.name=toxic vent levels.rooms.special.toxicgasroom$toxicvent.name=toxic vent
levels.rooms.special.toxicgasroom$toxicvent.desc=A careless adventurer must have triggered this trap ages ago. Despite its inactive state, it's still spewing toxic gas into the room and shows no signs of stopping. You'll need some way to prevent damage from the gas if you want to explore this room. levels.rooms.special.toxicgasroom$toxicvent.desc=A careless adventurer must have triggered this trap ages ago. Despite its inactive state, it's still spewing toxic gas into the room and shows no signs of stopping. You'll need some way to prevent damage from the gas if you want to explore this room.

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@ -288,5 +288,6 @@ public class Assets {
public static final String LOTUS = "sprites/lotus.png"; public static final String LOTUS = "sprites/lotus.png";
public static final String NINJA_LOG= "sprites/ninja_log.png"; public static final String NINJA_LOG= "sprites/ninja_log.png";
public static final String SPIRIT_HAWK= "sprites/spirit_hawk.png"; public static final String SPIRIT_HAWK= "sprites/spirit_hawk.png";
public static final String RED_SENTRY= "sprites/red_sentry.png";
} }
} }

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@ -0,0 +1,378 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2022 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.levels.rooms.special;
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.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Eye;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.NPC;
import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EmptyRoom;
import com.shatteredpixel.shatteredpixeldungeon.sprites.MobSprite;
import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
import com.watabou.noosa.Game;
import com.watabou.noosa.audio.Sample;
import com.watabou.noosa.particles.Emitter;
import com.watabou.utils.Bundle;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
import com.watabou.utils.Rect;
public class SentryRoom extends SpecialRoom {
@Override
public int minWidth() { return 7; }
public int minHeight() { return 7; }
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1, Terrain.EMPTY_SP );
Door entrance = entrance();
Point center;
do {
center = center();
} while (center.x == entrance.x || center.y == entrance.y);
Point sentryPos = new Point();
Point treasurePos = new Point();
//length of dangerous path from entrance to treasure and back
int dangerDist = 0;
//determine position of sentry, treasure, and paint safe tiles / statues
if (entrance.x == left){
sentryPos.set(right-1, center.y);
Painter.fill(level, left+1, top+1, 1, height()-2, Terrain.EMPTY);
if (entrance.y > center.y){
treasurePos.set(left+1, (top + 1 + center.y)/2);
Painter.fill(level, left+1, top+1, 2, center.y-top-1, Terrain.EMPTY);
} else {
treasurePos.set(left+1, (bottom + center.y)/2);
Painter.fill(level, left+1, center.y+1, 2, bottom-center.y-1, Terrain.EMPTY);
}
for (int x = right-3; x > left; x--){
if (level.map[x + (center.y * level.width())] == Terrain.EMPTY_SP){
Painter.set(level, x, center.y, Terrain.STATUE_SP);
} else {
Painter.set(level, x, center.y, Terrain.STATUE);
}
}
dangerDist = 2*(width()-5);
} else if (entrance.x == right){
sentryPos.set(left+1, center.y);
Painter.fill(level, right-1, top+1, 1, height()-2, Terrain.EMPTY);
if (entrance.y > center.y){
treasurePos.set(right-1, (top + 1 + center.y)/2);
Painter.fill(level, right-2, top+1, 2, center.y-top-1, Terrain.EMPTY);
} else {
treasurePos.set(right-1, (bottom + 1 + center.y)/2);
Painter.fill(level, right-2, center.y+1, 2, bottom-center.y-1, Terrain.EMPTY);
}
for (int x = left+3; x < right; x++){
if (level.map[x + (center.y * level.width())] == Terrain.EMPTY_SP){
Painter.set(level, x, center.y, Terrain.STATUE_SP);
} else {
Painter.set(level, x, center.y, Terrain.STATUE);
}
}
dangerDist = 2*(width()-5);
} else if (entrance.y == top){
sentryPos.set(center.x, bottom-1);
Painter.fill(level, left+1, top+1, width()-2, 1, Terrain.EMPTY);
if (entrance.x > center.x){
treasurePos.set((left + 1 + center.x)/2, top+1);
Painter.fill(level, left+1, top+1, center.x-left-1, 2, Terrain.EMPTY);
} else {
treasurePos.set((right + center.x)/2, top+1);
Painter.fill(level, center.x+1, top+1, right - center.x-1, 2, Terrain.EMPTY);
}
for (int y = bottom-3; y > top; y--){
if (level.map[center.x + (y * level.width())] == Terrain.EMPTY_SP){
Painter.set(level, center.x, y, Terrain.STATUE_SP);
} else {
Painter.set(level, center.x, y, Terrain.STATUE);
}
}
dangerDist = 2*(height()-5);
} else if (entrance.y == bottom){
sentryPos.set(center.x, top+1);
Painter.fill(level, left+1, bottom-1, width()-2, 1, Terrain.EMPTY);
if (entrance.x > center.x){
treasurePos.set((left + 1 + center.x)/2, bottom-1);
Painter.fill(level, left+1, bottom-2, center.x-left-1, 2, Terrain.EMPTY);
} else {
treasurePos.set((right + center.x)/2, bottom-1);
Painter.fill(level, center.x+1, bottom-2, right - center.x-1, 2, Terrain.EMPTY);
}
for (int y = top+3; y < bottom; y++){
if (level.map[center.x + (y * level.width())] == Terrain.EMPTY_SP){
Painter.set(level, center.x, y, Terrain.STATUE_SP);
} else {
Painter.set(level, center.x, y, Terrain.STATUE);
}
}
dangerDist = 2*(height()-5);
}
Painter.set(level, sentryPos, Terrain.PEDESTAL);
Sentry sentry = new Sentry();
sentry.pos = level.pointToCell(sentryPos);
sentry.room = new EmptyRoom();
sentry.room.set((Rect)this);
sentry.initialChargeDelay = dangerDist / 3f + 0.1f;
level.mobs.add( sentry );
Painter.set(level, treasurePos, Terrain.PEDESTAL);
//TODO reward
entrance.set( Door.Type.REGULAR );
}
@Override
public boolean canConnect(Point p) {
if (!super.canConnect(p)){
return false;
}
//don't place door in the exact center, if that exists
if (width() % 2 == 1 && p.x == center().x){
return false;
}
if (height() % 2 == 1 && p.y == center().y){
return false;
}
return true;
}
public static class Sentry extends NPC {
{
spriteClass = SentrySprite.class;
properties.add(Property.IMMOVABLE);
}
private float initialChargeDelay;
private float curChargeDelay;
private EmptyRoom room;
@Override
protected boolean act() {
if (Dungeon.hero != null){
if (Dungeon.level.map[Dungeon.hero.pos] == Terrain.EMPTY_SP
&& room.inside(Dungeon.level.cellToPoint(Dungeon.hero.pos))){
if (curChargeDelay > 0.001f){ //helps prevent rounding errors
if (curChargeDelay == initialChargeDelay) {
((SentrySprite) sprite).charge();
}
curChargeDelay -= Dungeon.hero.cooldown();
//pity mechanic so mistaps don't get people instakilled
if (Dungeon.hero.cooldown() >= 0.34f){
Dungeon.hero.interrupt();
}
}
if (curChargeDelay <= .001f){
curChargeDelay = 1f;
sprite.zap(Dungeon.hero.pos);
((SentrySprite) sprite).charge();
}
spend(Dungeon.hero.cooldown());
return true;
} else {
curChargeDelay = initialChargeDelay;
sprite.idle();
}
spend(Dungeon.hero.cooldown());
} else {
spend(1f);
}
return true;
}
public void onZapComplete(){
Dungeon.hero.damage(Random.NormalIntRange(2+Dungeon.depth/2, 4+Dungeon.depth), new Eye.DeathGaze());
if (!Dungeon.hero.isAlive()){
Dungeon.fail( getClass() );
}
}
@Override
public int defenseSkill( Char enemy ) {
return INFINITE_EVASION;
}
@Override
public void damage( int dmg, Object src ) {
}
@Override
public void add( Buff buff ) {
}
@Override
public boolean reset() {
return true;
}
@Override
public boolean interact(Char c) {
return true;
}
private static final String INITIAL_DELAY = "initial_delay";
private static final String CUR_DELAY = "cur_delay";
private static final String ROOM = "room";
@Override
public void storeInBundle(Bundle bundle) {
super.storeInBundle(bundle);
bundle.put(INITIAL_DELAY, initialChargeDelay);
bundle.put(CUR_DELAY, curChargeDelay);
bundle.put(ROOM, room);
}
@Override
public void restoreFromBundle(Bundle bundle) {
super.restoreFromBundle(bundle);
initialChargeDelay = bundle.getFloat(INITIAL_DELAY);
curChargeDelay = bundle.getFloat(CUR_DELAY);
room = (EmptyRoom) bundle.get(ROOM);
}
}
public static class SentrySprite extends MobSprite {
private Animation charging;
private Emitter chargeParticles;
public SentrySprite(){
texture( Assets.Sprites.RED_SENTRY );
idle = new Animation(1, true);
idle.frames(texture.uvRect(0, 0, 8, 15));
run = idle.clone();
attack = idle.clone();
charging = idle.clone();
die = idle.clone();
zap = idle.clone();
play( idle );
}
@Override
public void zap( int pos ) {
idle();
flash();
emitter().burst(MagicMissile.WardParticle.UP, 2);
if (Actor.findChar(pos) != null){
parent.add(new Beam.DeathRay(center(), Actor.findChar(pos).sprite.center()));
} else {
parent.add(new Beam.DeathRay(center(), DungeonTilemap.raisedTileCenterToWorld(pos)));
}
((Sentry)ch).onZapComplete();
}
@Override
public void link(Char ch) {
super.link(ch);
chargeParticles = centerEmitter();
chargeParticles.autoKill = false;
chargeParticles.pour(MagicMissile.MagicParticle.ATTRACTING, 0.05f);
chargeParticles.on = false;
if (((Sentry)ch).curChargeDelay != ((Sentry) ch).initialChargeDelay){
play(charging);
}
}
@Override
public void die() {
super.die();
if (chargeParticles != null){
chargeParticles.on = false;
}
}
@Override
public void kill() {
super.kill();
if (chargeParticles != null){
chargeParticles.killAndErase();
}
}
public void charge(){
play(charging);
if (visible) Sample.INSTANCE.play( Assets.Sounds.CHARGEUP );
}
@Override
public void play(Animation anim) {
if (chargeParticles != null) chargeParticles.on = anim == charging;
super.play(anim);
}
private float baseY = Float.NaN;
@Override
public void place(int cell) {
super.place(cell);
baseY = y;
}
@Override
public void update() {
super.update();
if (chargeParticles != null){
chargeParticles.pos( center() );
chargeParticles.visible = visible;
}
if (!paused){
if (Float.isNaN(baseY)) baseY = y;
y = baseY + (float) Math.sin(Game.timeTotal);
shadowOffset = 0.25f - 0.8f*(float) Math.sin(Game.timeTotal);
}
}
}
}