v2.2.0: opened up new blacksmith quest as it is now fully playable
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@@ -41,7 +41,6 @@ import com.shatteredpixel.shatteredpixeldungeon.windows.WndQuest;
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import com.watabou.noosa.Game;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Callback;
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import com.watabou.utils.DeviceCompat;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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@@ -373,15 +372,10 @@ public class Blacksmith extends NPC {
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rooms.add(new BlacksmithRoom());
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spawned = true;
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//currently the new quest is disabled in production as it is incomplete
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if (DeviceCompat.isDebug()){
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//type = 1+Random.Int(3);
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type = CRYSTAL;
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alternative = false;
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} else {
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type = OLD;
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alternative = Random.Int(2) == 0;
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}
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//currently only the crystal quest is ready to play
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//we still roll for quest type however, to ensure seed consistency
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type = 1+Random.Int(1);
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alternative = false;
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given = false;
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@@ -34,7 +34,6 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.traps.BurningTrap;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTilemap;
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import com.watabou.noosa.Tilemap;
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import com.watabou.utils.DeviceCompat;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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@@ -80,25 +79,22 @@ public class BlacksmithRoom extends StandardRoom {
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} while (level.heaps.get( npc.pos ) != null);
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level.mobs.add( npc );
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//currently the new quest is disabled in production as it is incomplete
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if (DeviceCompat.isDebug()) {
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int entrancePos;
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do {
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entrancePos = level.pointToCell(random( 2 ));
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} while (level.heaps.get( npc.pos ) != null || entrancePos == npc.pos);
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int entrancePos;
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do {
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entrancePos = level.pointToCell(random( 2 ));
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} while (level.heaps.get( npc.pos ) != null || entrancePos == npc.pos);
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QuestEntrance vis = new QuestEntrance();
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vis.pos(entrancePos, level);
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level.customTiles.add(vis);
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QuestEntrance vis = new QuestEntrance();
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vis.pos(entrancePos, level);
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level.customTiles.add(vis);
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level.transitions.add(new LevelTransition(level,
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entrancePos,
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LevelTransition.Type.BRANCH_EXIT,
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Dungeon.depth,
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Dungeon.branch + 1,
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LevelTransition.Type.BRANCH_ENTRANCE));
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Painter.set(level, entrancePos, Terrain.EXIT);
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}
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level.transitions.add(new LevelTransition(level,
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entrancePos,
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LevelTransition.Type.BRANCH_EXIT,
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Dungeon.depth,
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Dungeon.branch + 1,
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LevelTransition.Type.BRANCH_ENTRANCE));
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Painter.set(level, entrancePos, Terrain.EXIT);
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for(Point p : getPoints()) {
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int cell = level.pointToCell(p);
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