v2.2.0: the ghost now wanders again, but only within the exit room
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@@ -51,7 +51,6 @@ 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 com.watabou.utils.Point;
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import com.watabou.utils.Random;
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public class Ghost extends NPC {
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@@ -60,8 +59,11 @@ public class Ghost extends NPC {
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spriteClass = GhostSprite.class;
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flying = true;
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state = PASSIVE;
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state = WANDERING;
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//not actually large of course, but this makes the ghost stick to the exit room
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properties.add(Property.LARGE);
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}
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@Override
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@@ -272,31 +274,9 @@ public class Ghost extends NPC {
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if (!spawned && Dungeon.depth > 1 && Random.Int( 5 - Dungeon.depth ) == 0) {
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Ghost ghost = new Ghost();
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boolean validPos;
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//spawn along the border, but not on the exit, a trap, or in front of a door
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do {
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validPos = true;
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Point point = new Point();
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if (Random.Int(2) == 0) {
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point.x = Random.Int(2) == 0 ? room.left+1 : room.right-1;
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point.y = Random.IntRange(room.top+1, room.bottom-1);
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} else {
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point.x = Random.IntRange(room.left+1, room.right-1);
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point.y = Random.Int(2) == 0 ? room.top+1 : room.bottom-1;
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}
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ghost.pos = level.pointToCell(point);
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if (ghost.pos == level.exit()){
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validPos = false;
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}
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for (Point door : room.connected.values()){
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if (level.trueDistance( ghost.pos, level.pointToCell( door ) ) <= 1){
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validPos = false;
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}
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}
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if (level.traps.get(ghost.pos) != null){
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validPos = false;
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}
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} while (!validPos);
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ghost.pos = level.pointToCell(room.random());
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} while (ghost.pos == -1 || ghost.pos == level.exit());
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level.mobs.add( ghost );
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spawned = true;
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