v0.3.3a: thieves now actually get away, rather than just destroying an item.
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@ -24,10 +24,13 @@ import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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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.Gold;
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import com.shatteredpixel.shatteredpixeldungeon.items.Honeypot;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.MasterThievesArmband;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ThiefSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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@ -188,6 +191,26 @@ public class Thief extends Mob {
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sprite.showStatus(CharSprite.NEGATIVE, TXT_RAGE);
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state = HUNTING;
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} else {
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int count = 32;
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int newPos;
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do {
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newPos = Dungeon.level.randomRespawnCell();
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if (count-- <= 0) {
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break;
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}
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} while (newPos == -1 || Dungeon.visible[newPos] || Level.distance(newPos, pos) < (count/3));
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if (newPos != -1) {
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if (Dungeon.visible[pos]) CellEmitter.get(pos).burst(Speck.factory(Speck.WOOL), 6);
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pos = newPos;
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sprite.place( pos );
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sprite.visible = Dungeon.visible[pos];
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if (Dungeon.visible[pos]) CellEmitter.get(pos).burst(Speck.factory(Speck.WOOL), 6);
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}
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if (item != null) GLog.n("The thief gets away with your " + item.name() + "!");
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item = null;
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state = WANDERING;
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