v0.3.0: reworked Lloyd's beacon, now an artifact
This commit is contained in:
@@ -21,12 +21,19 @@ package com.shatteredpixel.shatteredpixeldungeon.items.artifacts;
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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.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Invisibility;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlink;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.CellSelector;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.InterlevelScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSprite.Glowing;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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@@ -35,10 +42,11 @@ import com.shatteredpixel.shatteredpixeldungeon.utils.Utils;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Callback;
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import java.util.ArrayList;
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public class LloydsBeacon extends Item {
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public class LloydsBeacon extends Artifact {
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private static final String TXT_PREVENTING =
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"Strong magic aura of this place prevents you from using the lloyd's beacon!";
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@@ -50,13 +58,17 @@ public class LloydsBeacon extends Item {
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"The lloyd's beacon is successfully set at your current location, now you can return here anytime.";
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private static final String TXT_INFO =
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"Lloyd's beacon is an intricate magic device, that allows you to return to a place you have already been.";
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"Lloyd's beacon is an intricate magic device, which grants the user control of teleportation magics.\n" +
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"\n" +
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"The beacon can be used to return to a set location, but can also expel bursts of random teleportation " +
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"magic once it has charged from being equipped. This magic can be directed at a target or at the user themselves.";
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private static final String TXT_SET =
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"\n\nThis beacon was set somewhere on the level %d of Pixel Dungeon.";
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public static final float TIME_TO_USE = 1;
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public static final String AC_ZAP = "ZAP";
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public static final String AC_SET = "SET";
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public static final String AC_RETURN = "RETURN";
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@@ -66,8 +78,14 @@ public class LloydsBeacon extends Item {
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{
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name = "lloyd's beacon";
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image = ItemSpriteSheet.ARTIFACT_BEACON;
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unique = true;
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level = 0;
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levelCap = 3;
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charge = 0;
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chargeCap = 3+level;
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defaultAction = AC_ZAP;
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}
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private static final String DEPTH = "depth";
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@@ -92,6 +110,7 @@ public class LloydsBeacon extends Item {
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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_ZAP );
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actions.add( AC_SET );
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if (returnDepth != -1) {
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actions.add( AC_RETURN );
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@@ -101,7 +120,7 @@ public class LloydsBeacon extends Item {
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@Override
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public void execute( Hero hero, String action ) {
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if (action == AC_SET || action == AC_RETURN) {
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if (Dungeon.bossLevel()) {
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@@ -117,8 +136,19 @@ public class LloydsBeacon extends Item {
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}
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}
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}
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if (action == AC_SET) {
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if (action == AC_ZAP ){
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curUser = hero;
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int chargesToUse = Dungeon.depth > 20 ? 2 : 1;
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if (!isEquipped( hero )) GLog.i("You need to equip the beacon to do that.");
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else if (charge < chargesToUse) GLog.i("Your beacon does not have enough energy right now.");
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else {
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GameScene.selectCell(zapper);
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}
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} else if (action == AC_SET) {
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returnDepth = Dungeon.depth;
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returnPos = hero.pos;
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@@ -158,30 +188,122 @@ public class LloydsBeacon extends Item {
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}
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}
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protected CellSelector.Listener zapper = new CellSelector.Listener() {
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@Override
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public void onSelect(Integer target) {
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if (target == null) return;
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Invisibility.dispel();
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charge -= Dungeon.depth > 20 ? 2 : 1;
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updateQuickslot();
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if (Actor.findChar(target) == curUser){
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ScrollOfTeleportation.teleportHero(curUser);
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curUser.spendAndNext(1f);
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} else {
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final Ballistica bolt = new Ballistica( curUser.pos, target, Ballistica.MAGIC_BOLT );
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final Char ch = Actor.findChar(bolt.collisionPos);
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if (ch == curUser){
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ScrollOfTeleportation.teleportHero(curUser);
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curUser.spendAndNext( 1f );
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} else {
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curUser.sprite.zap(bolt.collisionPos);
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curUser.busy();
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MagicMissile.force(curUser.sprite.parent, bolt.sourcePos, bolt.collisionPos, new Callback() {
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@Override
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public void call() {
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if (ch != null) {
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int count = 10;
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int pos;
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do {
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pos = Dungeon.level.randomRespawnCell();
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if (count-- <= 0) {
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break;
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}
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} while (pos == -1);
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if (pos == -1) {
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GLog.w(ScrollOfTeleportation.TXT_NO_TELEPORT);
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} else {
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ch.pos = pos;
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ch.sprite.place(ch.pos);
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ch.sprite.visible = Dungeon.visible[pos];
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}
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}
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curUser.spendAndNext(1f);
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}
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});
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}
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}
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}
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@Override
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public String prompt() {
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return "Choose a location to zap.";
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}
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};
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@Override
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protected ArtifactBuff passiveBuff() {
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return new beaconRecharge();
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}
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@Override
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public Item upgrade() {
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chargeCap ++;
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return super.upgrade();
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}
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@Override
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public String desc() {
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return TXT_INFO + (returnDepth == -1 ? "" : Utils.format( TXT_SET, returnDepth ) );
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}
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public void reset() {
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returnDepth = -1;
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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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private static final Glowing WHITE = new Glowing( 0xFFFFFF );
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@Override
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public Glowing glowing() {
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return returnDepth != -1 ? WHITE : null;
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}
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@Override
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public String info() {
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return TXT_INFO + (returnDepth == -1 ? "" : Utils.format( TXT_SET, returnDepth ) );
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public class beaconRecharge extends ArtifactBuff{
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@Override
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public boolean act() {
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if (charge < chargeCap && !cursed) {
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partialCharge += 1 / (100f - (chargeCap - charge)*10f);
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if (partialCharge >= 1) {
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partialCharge --;
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charge ++;
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if (charge == chargeCap){
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partialCharge = 0;
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}
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}
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}
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updateQuickslot();
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spend( TICK );
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return true;
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}
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}
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}
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