v0.6.2: fixed issues with traps that have delayed visual effects
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@ -66,35 +66,53 @@ public class GrimTrap extends Trap {
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if (target != null){
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final Char finalTarget = target;
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final GrimTrap trap = this;
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((MagicMissile)target.sprite.parent.recycle(MagicMissile.class)).reset(
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MagicMissile.SHADOW,
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DungeonTilemap.tileCenterToWorld(pos),
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target.sprite.center(),
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new Callback() {
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@Override
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public void call() {
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if (!finalTarget.isAlive()) return;
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if (finalTarget == Dungeon.hero) {
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//almost kill the player
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if (((float)finalTarget.HP/finalTarget.HT) >= 0.9f){
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finalTarget.damage((finalTarget.HP-1), trap);
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//kill 'em
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} else {
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finalTarget.damage(finalTarget.HP, trap);
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int damage;
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//almost kill the player
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if (finalTarget == Dungeon.hero && ((float)finalTarget.HP/finalTarget.HT) >= 0.9f){
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damage = finalTarget.HP-1;
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//kill 'em
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} else {
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damage = finalTarget.HP;
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}
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final int finalDmg = damage;
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Actor.add(new Actor() {
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{
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//it's a visual effect, gets priority no matter what
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actPriority = Integer.MIN_VALUE;
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}
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@Override
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protected boolean act() {
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final Actor toRemove = this;
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((MagicMissile)finalTarget.sprite.parent.recycle(MagicMissile.class)).reset(
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MagicMissile.SHADOW,
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DungeonTilemap.tileCenterToWorld(pos),
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finalTarget.sprite.center(),
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new Callback() {
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@Override
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public void call() {
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finalTarget.damage(finalDmg, trap);
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if (finalTarget == Dungeon.hero) {
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Sample.INSTANCE.play(Assets.SND_CURSED);
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if (!finalTarget.isAlive()) {
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Dungeon.fail( GrimTrap.class );
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GLog.n( Messages.get(GrimTrap.class, "ondeath") );
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}
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} else {
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Sample.INSTANCE.play(Assets.SND_BURNING);
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}
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finalTarget.sprite.emitter().burst(ShadowParticle.UP, 10);
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Actor.remove(toRemove);
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next();
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}
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Sample.INSTANCE.play(Assets.SND_CURSED);
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if (!finalTarget.isAlive()) {
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Dungeon.fail( GrimTrap.class );
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GLog.n( Messages.get(GrimTrap.class, "ondeath") );
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}
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} else {
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finalTarget.damage(finalTarget.HP, this);
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Sample.INSTANCE.play(Assets.SND_BURNING);
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}
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finalTarget.sprite.emitter().burst(ShadowParticle.UP, 10);
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if (!finalTarget.isAlive()) finalTarget.next();
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}
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});
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});
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return false;
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}
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});
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} else {
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CellEmitter.get(pos).burst(ShadowParticle.UP, 10);
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Sample.INSTANCE.play(Assets.SND_BURNING);
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@ -66,22 +66,37 @@ public class PoisonDartTrap extends Trap {
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final Char finalTarget = target;
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final PoisonDartTrap trap = this;
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if (Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[target.pos]) {
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((MissileSprite) ShatteredPixelDungeon.scene().recycle(MissileSprite.class)).
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reset(pos, target.sprite, new Dart(), new Callback() {
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@Override
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public void call() {
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int dmg = Random.NormalIntRange(1, 4) - finalTarget.drRoll();
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finalTarget.damage(dmg, trap);
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if (finalTarget == Dungeon.hero && !finalTarget.isAlive()){
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Dungeon.fail( getClass() );
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Actor.add(new Actor() {
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{
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//it's a visual effect, gets priority no matter what
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actPriority = Integer.MIN_VALUE;
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}
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@Override
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protected boolean act() {
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final Actor toRemove = this;
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((MissileSprite) ShatteredPixelDungeon.scene().recycle(MissileSprite.class)).
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reset(pos, finalTarget.sprite, new Dart(), new Callback() {
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@Override
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public void call() {
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int dmg = Random.NormalIntRange(1, 4) - finalTarget.drRoll();
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finalTarget.damage(dmg, trap);
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if (finalTarget == Dungeon.hero && !finalTarget.isAlive()){
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Dungeon.fail( trap.getClass() );
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}
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Buff.affect( finalTarget, Poison.class )
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.set( Poison.durationFactor( finalTarget ) * (4 + Dungeon.depth) );
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Sample.INSTANCE.play(Assets.SND_HIT, 1, 1, Random.Float(0.8f, 1.25f));
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finalTarget.sprite.bloodBurstA(finalTarget.sprite.center(), dmg);
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finalTarget.sprite.flash();
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Actor.remove(toRemove);
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next();
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}
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Buff.affect( finalTarget, Poison.class )
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.set( Poison.durationFactor( finalTarget ) * (4 + Dungeon.depth) );
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Sample.INSTANCE.play(Assets.SND_HIT, 1, 1, Random.Float(0.8f, 1.25f));
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finalTarget.sprite.bloodBurstA(finalTarget.sprite.center(), dmg);
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finalTarget.sprite.flash();
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}
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});
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});
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return false;
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}
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});
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} else {
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finalTarget.damage(Random.NormalIntRange(1, 4) - finalTarget.drRoll(), trap);
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Buff.affect( finalTarget, Poison.class )
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@ -64,20 +64,35 @@ public class WornDartTrap extends Trap {
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final Char finalTarget = target;
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final WornDartTrap trap = this;
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if (Dungeon.level.heroFOV[pos] || Dungeon.level.heroFOV[target.pos]) {
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((MissileSprite) ShatteredPixelDungeon.scene().recycle(MissileSprite.class)).
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reset(pos, target.sprite, new Dart(), new Callback() {
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@Override
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public void call() {
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Actor.add(new Actor() {
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{
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//it's a visual effect, gets priority no matter what
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actPriority = Integer.MIN_VALUE;
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}
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@Override
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protected boolean act() {
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final Actor toRemove = this;
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((MissileSprite) ShatteredPixelDungeon.scene().recycle(MissileSprite.class)).
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reset(pos, finalTarget.sprite, new Dart(), new Callback() {
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@Override
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public void call() {
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int dmg = Random.NormalIntRange(1, 4) - finalTarget.drRoll();
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finalTarget.damage(dmg, trap);
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if (finalTarget == Dungeon.hero && !finalTarget.isAlive()){
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Dungeon.fail( getClass() );
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Dungeon.fail( trap.getClass() );
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}
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Sample.INSTANCE.play(Assets.SND_HIT, 1, 1, Random.Float(0.8f, 1.25f));
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finalTarget.sprite.bloodBurstA(finalTarget.sprite.center(), dmg);
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finalTarget.sprite.flash();
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}
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});
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Actor.remove(toRemove);
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next();
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}
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});
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return false;
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}
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});
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} else {
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finalTarget.damage(Random.NormalIntRange(1, 4) - finalTarget.drRoll(), trap);
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}
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