20a6f91758
(11 new traps, changes to 2 existing traps)
285 lines
7.4 KiB
Java
285 lines
7.4 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2015 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.items;
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import com.shatteredpixel.shatteredpixeldungeon.ResultDescriptions;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.watabou.noosa.audio.Sample;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Collections;
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public class Bomb extends Item {
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{
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name = "bomb";
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image = ItemSpriteSheet.BOMB;
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defaultAction = AC_LIGHTTHROW;
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stackable = true;
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}
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public Fuse fuse;
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//FIXME using a static variable for this is kinda gross, should be a better way
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private static boolean lightingFuse = false;
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private static final String AC_LIGHTTHROW = "Light & Throw";
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@Override
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public boolean isSimilar(Item item) {
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return item instanceof Bomb && this.fuse == ((Bomb) item).fuse;
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}
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@Override
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public ArrayList<String> actions(Hero hero) {
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ArrayList<String> actions = super.actions( hero );
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actions.add ( AC_LIGHTTHROW );
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return actions;
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}
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@Override
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public void execute(Hero hero, String action) {
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if (action.equals( AC_LIGHTTHROW )){
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lightingFuse = true;
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action = AC_THROW;
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} else
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lightingFuse = false;
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super.execute(hero, action);
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}
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@Override
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protected void onThrow( int cell ) {
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if (!Level.pit[ cell ] && lightingFuse) {
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Actor.addDelayed(fuse = new Fuse().ignite(this), 2);
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}
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if (Actor.findChar( cell ) != null && !(Actor.findChar( cell ) instanceof Hero) ){
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ArrayList<Integer> candidates = new ArrayList<>();
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for (int i : Level.NEIGHBOURS8)
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if (Level.passable[cell + i])
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candidates.add(cell + i);
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int newCell = candidates.isEmpty() ? cell : Random.element(candidates);
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Dungeon.level.drop( this, newCell ).sprite.drop( cell );
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} else
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super.onThrow( cell );
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}
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@Override
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public boolean doPickUp(Hero hero) {
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if (fuse != null) {
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GLog.w("You quickly snuff the bomb's fuse.");
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fuse = null;
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}
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return super.doPickUp(hero);
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}
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public void explode(int cell){
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//We're blowing up, so no need for a fuse anymore.
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this.fuse = null;
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Sample.INSTANCE.play( Assets.SND_BLAST );
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if (Dungeon.visible[cell]) {
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CellEmitter.center( cell ).burst( BlastParticle.FACTORY, 30 );
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}
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boolean terrainAffected = false;
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for (int n : Level.NEIGHBOURS9) {
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int c = cell + n;
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if (c >= 0 && c < Level.LENGTH) {
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if (Dungeon.visible[c]) {
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CellEmitter.get( c ).burst( SmokeParticle.FACTORY, 4 );
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}
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if (Level.flamable[c]) {
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Level.set( c, Terrain.EMBERS );
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GameScene.updateMap( c );
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terrainAffected = true;
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}
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//destroys items / triggers bombs caught in the blast.
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Heap heap = Dungeon.level.heaps.get( c );
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if(heap != null)
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heap.explode();
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Char ch = Actor.findChar( c );
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if (ch != null) {
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//those not at the center of the blast take damage less consistently.
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int minDamage = c == cell ? Dungeon.depth+5 : 1;
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int maxDamage = 10 + Dungeon.depth * 2;
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int dmg = Random.NormalIntRange( minDamage, maxDamage ) - Random.Int( ch.dr() );
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if (dmg > 0) {
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ch.damage( dmg, this );
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}
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if (ch == Dungeon.hero && !ch.isAlive())
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Dungeon.fail("Killed by an explosion");
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}
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}
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}
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if (terrainAffected) {
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Dungeon.observe();
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}
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}
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@Override
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public boolean isUpgradable() {
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return false;
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}
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@Override
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public boolean isIdentified() {
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return true;
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}
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@Override
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public Item random() {
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switch(Random.Int( 2 )){
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case 0:
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default:
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return this;
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case 1:
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return new DoubleBomb();
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}
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}
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@Override
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public ItemSprite.Glowing glowing() {
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return fuse != null ? new ItemSprite.Glowing( 0xFF0000, 0.6f) : null;
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}
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@Override
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public int price() {
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return 20 * quantity;
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}
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@Override
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public String info() {
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return
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"A fairly hefty black powder bomb. An explosion from this would certainly do damage to anything nearby." +
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(fuse != null ? "\n\nThe bomb's fuse is burning away, keep your distance or put it out!" :
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"\n\nIt looks like the fuse will take a couple rounds to burn down once it is lit.");
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}
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private static final String FUSE = "fuse";
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@Override
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public void storeInBundle(Bundle bundle) {
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super.storeInBundle(bundle);
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bundle.put( FUSE, fuse );
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}
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@Override
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public void restoreFromBundle(Bundle bundle) {
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super.restoreFromBundle(bundle);
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if (bundle.contains( FUSE ))
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Actor.add( fuse = ((Fuse)bundle.get(FUSE)).ignite(this) );
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}
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public static class Fuse extends Actor{
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{
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actPriority = 3; //as if it were a buff
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}
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private Bomb bomb;
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public Fuse ignite(Bomb bomb){
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this.bomb = bomb;
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return this;
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}
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@Override
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protected boolean act() {
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//something caused our bomb to explode early, or be defused. Do nothing.
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if (bomb.fuse != this){
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Actor.remove( this );
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return true;
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}
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//look for our bomb, remove it from its heap, and blow it up.
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for (Heap heap : Dungeon.level.heaps.values()) {
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if (heap.items.contains(bomb)) {
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heap.items.remove(bomb);
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bomb.explode(heap.pos);
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Actor.remove(this);
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return true;
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}
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}
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//can't find our bomb, this should never happen, throw an exception.
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throw new RuntimeException("Something caused a lit bomb to not be present in a heap on the level!");
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}
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}
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public static class DoubleBomb extends Bomb{
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{
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name = "two bombs";
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image = ItemSpriteSheet.DBL_BOMB;
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stackable = false;
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}
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@Override
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public String info() {
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return
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"A stack of two hefty black powder bombs, looks like you get one free!";
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}
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@Override
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public boolean doPickUp(Hero hero) {
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Bomb bomb = new Bomb();
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bomb.quantity(2);
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if (bomb.doPickUp(hero)) {
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//isaaaaac....
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hero.sprite.showStatus(CharSprite.NEUTRAL, "1+1 free!");
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return true;
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}
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return false;
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}
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}
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}
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