v0.3.2: added prison guards

This commit is contained in:
Evan Debenham 2015-10-30 16:11:06 -04:00
parent 951bd49d92
commit d829e63f19
6 changed files with 237 additions and 9 deletions

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@ -92,6 +92,7 @@ public class Assets {
public static final String MIMIC = "mimic.png";
public static final String ROT_LASH = "rot_lasher.png";
public static final String ROT_HEART= "rot_heart.png";
public static final String GUARD = "guard.png";
public static final String ITEMS = "items.png";
public static final String PLANTS = "plants.png";

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@ -78,13 +78,14 @@ public class Dungeon {
//enum of items which have limited spawns, records how many have spawned
//could all be their own separate numbers, but this allows iterating, much nicer for bundling/initializing.
//TODO: this is fairly brittle when it comes to bundling, should look into a more flexible solution.
public static enum limitedDrops{
//limited world drops
strengthPotions,
upgradeScrolls,
arcaneStyli,
//all unlimited health potion sources
//all unlimited health potion sources (except guards, which are at the bottom.
swarmHP,
batHP,
warlockHP,
@ -101,7 +102,9 @@ public class Dungeon {
seedBag,
scrollBag,
potionBag,
wandBag;
wandBag,
guardHP;
public int count = 0;

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@ -94,16 +94,16 @@ public class Bestiary {
classes = new Class<?>[]{ Skeleton.class, Thief.class, Swarm.class, Shaman.class };
break;
case 7:
chances = new float[]{ 3, 1, 1, 0 };
classes = new Class<?>[]{ Skeleton.class, Shaman.class, Thief.class, Swarm.class };
chances = new float[]{ 3, 1, 1, 1 };
classes = new Class<?>[]{ Skeleton.class, Shaman.class, Thief.class, Guard.class };
break;
case 8:
chances = new float[]{ 3, 2, 1, 1, 0, 0.02f };
classes = new Class<?>[]{ Skeleton.class, Shaman.class, Gnoll.class, Thief.class, Swarm.class, Bat.class };
chances = new float[]{ 3, 2, 2, 1, 0.02f };
classes = new Class<?>[]{ Skeleton.class, Shaman.class, Guard.class, Thief.class, Bat.class };
break;
case 9:
chances = new float[]{ 3, 3, 1, 0, 0.02f, 0.01f };
classes = new Class<?>[]{ Skeleton.class, Shaman.class, Thief.class, Swarm.class, Bat.class, Brute.class };
chances = new float[]{ 3, 3, 2, 1, 0.02f, 0.01f };
classes = new Class<?>[]{ Skeleton.class, Guard.class, Shaman.class, Thief.class, Bat.class, Brute.class };
break;
case 10:

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@ -0,0 +1,165 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 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.actors.mobs;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
import com.shatteredpixel.shatteredpixeldungeon.effects.Chains;
import com.shatteredpixel.shatteredpixeldungeon.effects.Pushing;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfHealing;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.sprites.GuardSprite;
import com.watabou.utils.Bundle;
import com.watabou.utils.Callback;
import com.watabou.utils.Random;
public class Guard extends Mob {
//they can only use their chains once
private boolean chainsUsed = false;
{
name = "prison guard";
spriteClass = GuardSprite.class;
HP = HT = 30;
defenseSkill = 10;
EXP = 6;
maxLvl = 14;
loot = null; //see createloot.
lootChance = 1;
}
@Override
public int damageRoll() {
return Random.NormalIntRange(4, 10);
}
@Override
protected boolean act() {
if (state == HUNTING &&
Level.fieldOfView[target] &&
Level.distance( pos, target ) < 4 && !Level.adjacent( pos, target ) &&
chain(target)) {
return false;
} else {
return super.act();
}
}
private boolean chain(int target){
if (chainsUsed)
return false;
Ballistica chain = new Ballistica(pos, target, Ballistica.PROJECTILE);
if (chain.collisionPos != Dungeon.hero.pos)
return false;
else {
int newPos = -1;
for (int i : chain.subPath(1, chain.dist)){
if (!Level.solid[i] && Actor.findChar(i) == null){
newPos = i;
break;
}
}
if (newPos == -1){
return false;
} else {
final int newHeroPos = newPos;
yell("get over here!");
sprite.parent.add(new Chains(pos, Dungeon.hero.pos, new Callback() {
public void call() {
Actor.addDelayed(new Pushing(Dungeon.hero, Dungeon.hero.pos, newHeroPos), -1);
Dungeon.hero.pos = newHeroPos;
Dungeon.observe();
Dungeon.level.press(newHeroPos, Dungeon.hero);
Cripple.prolong(Dungeon.hero, Cripple.class, 4f);
next();
}
}));
}
}
chainsUsed = true;
return true;
}
@Override
public int attackSkill( Char target ) {
return 14;
}
@Override
public int dr() {
return 7;
}
@Override
public String defenseVerb() {
return "blocked";
}
@Override
protected Item createLoot() {
//first see if we drop armor, chance is 1/8 (0.125f)
if (Random.Int(8) == 0){
return Generator.randomArmor();
//otherwise, we may drop a health potion. Chance is 1/(7+potions dropped)
//including the chance for armor before it, effective droprate is ~1/(8 + (1.15*potions dropped))
} else {
if (Random.Int(7 + Dungeon.limitedDrops.guardHP.count) == 0){
Dungeon.limitedDrops.guardHP.drop();
return new PotionOfHealing();
}
}
return null;
}
@Override
public String description() {
return ""; //TODO
}
private final String CHAINSUSED = "chainsused";
@Override
public void storeInBundle(Bundle bundle) {
super.storeInBundle(bundle);
bundle.put(CHAINSUSED, chainsUsed);
}
@Override
public void restoreFromBundle(Bundle bundle) {
super.restoreFromBundle(bundle);
chainsUsed = bundle.getBoolean(CHAINSUSED);
}
}

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@ -0,0 +1,59 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 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.sprites;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShadowParticle;
import com.watabou.noosa.MovieClip;
import com.watabou.noosa.TextureFilm;
public class GuardSprite extends MobSprite {
public GuardSprite() {
super();
texture( Assets.GUARD );
TextureFilm frames = new TextureFilm( texture, 12, 16 );
idle = new Animation( 2, true );
idle.frames( frames, 0, 0, 0, 1, 0, 0, 1, 1 );
run = new MovieClip.Animation( 15, true );
run.frames( frames, 2, 3, 4, 5, 6, 7 );
attack = new MovieClip.Animation( 12, false );
attack.frames( frames, 8, 9, 10 );
die = new MovieClip.Animation( 8, false );
die.frames( frames, 11, 12, 13, 14 );
play( idle );
}
@Override
public void play( Animation anim ) {
if (anim == die) {
emitter().burst( ShadowParticle.UP, 4 );
}
super.play( anim );
}
}