v0.3.0c: trap refactor pt2, traps completely changed to work based on instantiable trap objects instead of terrain types
This makes the trap system far more extendable.
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@@ -20,6 +20,7 @@ package com.shatteredpixel.shatteredpixeldungeon.actors.mobs;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.LloydsBeacon;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.PoisonTrap;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.noosa.audio.Sample;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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@@ -147,8 +148,8 @@ public class Tengu extends Mob {
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} while (!Level.fieldOfView[trapPos] || !Level.passable[trapPos]);
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if (Dungeon.level.map[trapPos] == Terrain.INACTIVE_TRAP) {
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Level.set( trapPos, Terrain.POISON_TRAP );
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GameScene.updateMap( trapPos );
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Dungeon.level.setTrap( new PoisonTrap().reveal(), trapPos );
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Level.set( trapPos, Terrain.TRAP );
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ScrollOfMagicMapping.discover( trapPos );
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}
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}
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