v0.3.2b: implemented locked room time mechanics into bosses
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@@ -22,6 +22,7 @@ package com.shatteredpixel.shatteredpixeldungeon.actors.mobs;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LockedFloor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.LloydsBeacon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.PrisonBossLevel;
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@@ -51,8 +52,6 @@ import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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public class Tengu extends Mob {
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private static final int JUMP_DELAY = 5;
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{
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name = "Tengu";
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@@ -67,8 +66,6 @@ public class Tengu extends Mob {
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flying = true; //doesn't literally fly, but he is fleet-of-foot enough to avoid hazards
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}
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private int timeToJump = JUMP_DELAY;
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@Override
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public int damageRoll() {
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return Random.NormalIntRange( 6, 15 );
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@@ -86,6 +83,13 @@ public class Tengu extends Mob {
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@Override
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public void damage(int dmg, Object src) {
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LockedFloor lock = Dungeon.hero.buff(LockedFloor.class);
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if (lock != null) {
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int multiple = HP > HT/2 ? 3 : 5;
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lock.addTime(dmg*multiple);
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}
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//phase 2 of the fight is over
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if (dmg >= HP) {
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((PrisonBossLevel)Dungeon.level).progress();
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@@ -145,7 +149,6 @@ public class Tengu extends Mob {
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}
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private void jump() {
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timeToJump = JUMP_DELAY;
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for (int i=0; i < 4; i++) {
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int trapPos;
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