v0.9.1b: code improvements to DM-300 rockfall attack

This commit is contained in:
Evan Debenham 2020-12-28 19:42:56 -05:00
parent 2feeaad42a
commit 9060348d30
2 changed files with 78 additions and 88 deletions
core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs

View File

@ -33,6 +33,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Charm;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Chill;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.FlavourBuff;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Frost;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LockedFloor;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
@ -41,7 +42,6 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Sleep;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Slow;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Vertigo;
import com.shatteredpixel.shatteredpixeldungeon.effects.BlobEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.EarthParticle;
@ -58,16 +58,20 @@ import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
import com.shatteredpixel.shatteredpixeldungeon.sprites.DM300Sprite;
import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTilemap;
import com.shatteredpixel.shatteredpixeldungeon.ui.BossHealthBar;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.noosa.Camera;
import com.watabou.noosa.audio.Sample;
import com.watabou.noosa.particles.Emitter;
import com.watabou.utils.Bundle;
import com.watabou.utils.PathFinder;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
import com.watabou.utils.Rect;
import com.watabou.utils.RectF;
import java.util.ArrayList;
import java.util.List;
public class NewDM300 extends Mob {
@ -152,7 +156,6 @@ public class NewDM300 extends Mob {
@Override
protected boolean act() {
GameScene.add(Blob.seed(pos, 0, FallingRocks.class));
//ability logic only triggers if DM is not supercharged
if (!supercharged){
@ -378,47 +381,33 @@ public class NewDM300 extends Mob {
rockCenter = target.pos;
}
//we handle this through an actor as it gives us fine-grainted control over when the blog acts vs. when the hero acts
//FIXME this is really messy to just get some fine-grained control. would be nice to build this into blob functionality, or just not use blobs for this at all
Actor a = new Actor() {
int safeCell;
do {
safeCell = rockCenter + PathFinder.NEIGHBOURS8[Random.Int(8)];
} while (safeCell == pos
|| (Dungeon.level.solid[safeCell] && Random.Int(2) == 0)
|| (Blob.volumeAt(safeCell, NewCavesBossLevel.PylonEnergy.class) > 0 && Random.Int(2) == 0));
{
actPriority = HERO_PRIO+1;
}
ArrayList<Integer> rockCells = new ArrayList<>();
@Override
protected boolean act() {
//pick an adjacent cell to the hero as a safe cell. This cell is less likely to be in a wall or containing hazards
int safeCell;
do {
safeCell = rockCenter + PathFinder.NEIGHBOURS8[Random.Int(8)];
} while (safeCell == pos
|| (Dungeon.level.solid[safeCell] && Random.Int(2) == 0)
|| (Blob.volumeAt(safeCell, NewCavesBossLevel.PylonEnergy.class) > 0 && Random.Int(2) == 0));
int start = rockCenter - Dungeon.level.width() * 3 - 3;
int pos;
for (int y = 0; y < 7; y++) {
pos = start + Dungeon.level.width() * y;
for (int x = 0; x < 7; x++) {
if (!Dungeon.level.insideMap(pos)) {
pos++;
continue;
}
//add rock cell to pos, if it is not solid, and isn't the safecell
if (!Dungeon.level.solid[pos] && pos != safeCell && Random.Int(Dungeon.level.distance(rockCenter, pos)) == 0) {
//don't want to overly punish players with slow move or attack speed
GameScene.add(Blob.seed(pos, 1, FallingRocks.class));
}
pos++;
}
int start = rockCenter - Dungeon.level.width() * 3 - 3;
int pos;
for (int y = 0; y < 7; y++) {
pos = start + Dungeon.level.width() * y;
for (int x = 0; x < 7; x++) {
if (!Dungeon.level.insideMap(pos)) {
pos++;
continue;
}
Actor.remove(this);
return true;
//add rock cell to pos, if it is not solid, and isn't the safecell
if (!Dungeon.level.solid[pos] && pos != safeCell && Random.Int(Dungeon.level.distance(rockCenter, pos)) == 0) {
//don't want to overly punish players with slow move or attack speed
rockCells.add(pos);
}
pos++;
}
};
Actor.addDelayed(a, Math.min(target.cooldown(), 3*TICK));
}
Buff.append(this, FallingRocks.class, Math.min(target.cooldown(), 3*TICK)).setRockPositions(rockCells);
}
@ -611,59 +600,67 @@ public class NewDM300 extends Mob {
resistances.add(Slow.class);
}
public static class FallingRocks extends Blob {
public static class FallingRocks extends FlavourBuff {
{
alwaysVisible = true;
private int[] rockPositions;
private ArrayList<Emitter> rockEmitters = new ArrayList<>();
public void setRockPositions( List<Integer> rockPositions ) {
this.rockPositions = new int[rockPositions.size()];
for (int i = 0; i < rockPositions.size(); i++){
this.rockPositions[i] = rockPositions.get(i);
}
fx(true);
}
@Override
protected void evolve() {
public boolean act() {
for (int i : rockPositions){
CellEmitter.get( i ).start( Speck.factory( Speck.ROCK ), 0.07f, 10 );
boolean rocksFell = false;
int cell;
for (int i = area.left; i < area.right; i++){
for (int j = area.top; j < area.bottom; j++){
cell = i + j* Dungeon.level.width();
off[cell] = cur[cell] > 0 ? cur[cell] - 1 : 0;
if (off[cell] > 0) {
volume += off[cell];
}
if (cur[cell] > 0 && off[cell] == 0){
CellEmitter.get( cell ).start( Speck.factory( Speck.ROCK ), 0.07f, 10 );
Char ch = Actor.findChar(cell);
if (ch != null && !(ch instanceof NewDM300)){
Buff.prolong( ch, Paralysis.class, 3 );
}
rocksFell = true;
}
Char ch = Actor.findChar(i);
if (ch != null && !(ch instanceof NewDM300)){
Buff.prolong( ch, Paralysis.class, 3 );
}
}
if (rocksFell){
Camera.main.shake( 3, 0.7f );
Sample.INSTANCE.play(Assets.Sounds.ROCKS);
Camera.main.shake( 3, 0.7f );
Sample.INSTANCE.play(Assets.Sounds.ROCKS);
detach();
return super.act();
}
@Override
public void fx(boolean on) {
if (on && rockPositions != null){
for (int i : this.rockPositions){
Emitter e = CellEmitter.get(i);
e.y -= DungeonTilemap.SIZE*0.2f;
e.height *= 0.4f;
e.pour(EarthParticle.FALLING, 0.1f);
rockEmitters.add(e);
}
} else {
for (Emitter e : rockEmitters){
e.on = false;
}
}
}
private static final String POSITIONS = "positions";
@Override
public void storeInBundle(Bundle bundle) {
super.storeInBundle(bundle);
bundle.put(POSITIONS, rockPositions);
}
@Override
public void use(BlobEmitter emitter) {
super.use(emitter);
emitter.bound = new RectF(0, -0.2f, 1, 0.4f);
emitter.pour(EarthParticle.FALLING, 0.1f);
}
@Override
public String tileDesc() {
return Messages.get(this, "desc");
public void restoreFromBundle(Bundle bundle) {
super.restoreFromBundle(bundle);
rockPositions = bundle.getIntArray(POSITIONS);
}
}
}

View File

@ -576,14 +576,7 @@ public class NewTengu extends Mob {
public boolean act() {
if (smokeEmitters.isEmpty()){
PathFinder.buildDistanceMap( bombPos, BArray.not( Dungeon.level.solid, null ), 2 );
for (int i = 0; i < PathFinder.distance.length; i++) {
if (PathFinder.distance[i] < Integer.MAX_VALUE) {
Emitter e = CellEmitter.get(i);
e.pour( SmokeParticle.FACTORY, 0.25f );
smokeEmitters.add(e);
}
}
fx(true);
}
PointF p = DungeonTilemap.raisedTileCenterToWorld(bombPos);