V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
This commit is contained in:
@@ -0,0 +1,528 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.actors.mobs;
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import java.util.HashSet;
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import com.shatteredpixel.shatteredpixeldungeon.Badges;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.Statistics;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Amok;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Sleep;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Flare;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Wound;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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public abstract class Mob extends Char {
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private static final String TXT_DIED = "You hear something died in the distance";
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protected static final String TXT_NOTICE1 = "?!";
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protected static final String TXT_RAGE = "#$%^";
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protected static final String TXT_EXP = "%+dEXP";
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public enum State {
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SLEEPING,
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HUNTING,
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WANDERING,
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FLEEING,
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PASSIVE
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}
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public State state = State.SLEEPING;
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public Class<? extends CharSprite> spriteClass;
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protected int target = -1;
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protected int defenseSkill = 0;
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protected int EXP = 1;
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protected int maxLvl = 30;
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protected Char enemy;
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protected boolean enemySeen;
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protected boolean alerted = false;
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protected static final float TIME_TO_WAKE_UP = 1f;
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public boolean hostile = true;
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// Unreachable target
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public static final Mob DUMMY = new Mob() {
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{
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pos = -1;
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}
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};
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private static final String STATE = "state";
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private static final String TARGET = "target";
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@Override
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public void storeInBundle( Bundle bundle ) {
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super.storeInBundle( bundle );
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bundle.put( STATE, state.toString() );
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if (state != State.SLEEPING) {
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bundle.put( TARGET, target );
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}
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}
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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super.restoreFromBundle( bundle );
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state = State.valueOf( bundle.getString( STATE ) );
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if (state != State.SLEEPING) {
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target = bundle.getInt( TARGET );
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}
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}
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public CharSprite sprite() {
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CharSprite sprite = null;
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try {
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sprite = spriteClass.newInstance();
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} catch (Exception e) {
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}
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return sprite;
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}
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@Override
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protected boolean act() {
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super.act();
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boolean alertedNow = alerted;
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alerted = false;
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sprite.hideAlert();
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if (paralysed) {
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enemySeen = false;
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spend( TICK );
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return true;
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}
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enemy = chooseEnemy();
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boolean enemyInFOV = enemy.isAlive() && Level.fieldOfView[enemy.pos] && enemy.invisible <= 0;
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int oldPos = pos;
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switch (state) {
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case SLEEPING:
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if (enemyInFOV &&
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Random.Int( distance( enemy ) + enemy.stealth() + (enemy.flying ? 2 : 0) ) == 0) {
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enemySeen = true;
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notice();
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state = State.HUNTING;
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target = enemy.pos;
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spend( TIME_TO_WAKE_UP );
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} else {
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enemySeen = false;
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spend( TICK );
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}
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return true;
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case WANDERING:
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if (enemyInFOV && (alertedNow || Random.Int( distance( enemy ) / 2 + enemy.stealth() ) == 0)) {
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enemySeen = true;
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notice();
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state = State.HUNTING;
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target = enemy.pos;
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} else {
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enemySeen = false;
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if (target != -1 && getCloser( target )) {
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spend( 1 / speed() );
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return moveSprite( oldPos, pos );
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} else {
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target = Dungeon.level.randomDestination();
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spend( TICK );
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}
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}
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return true;
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case HUNTING:
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enemySeen = enemyInFOV;
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if (enemyInFOV && canAttack( enemy )) {
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return doAttack( enemy );
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} else {
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if (enemyInFOV) {
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target = enemy.pos;
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}
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if (target != -1 && getCloser( target )) {
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spend( 1 / speed() );
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return moveSprite( oldPos, pos );
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} else {
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spend( TICK );
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state = State.WANDERING;
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target = Dungeon.level.randomDestination(); // <--------
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return true;
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}
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}
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case FLEEING:
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enemySeen = enemyInFOV;
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if (enemyInFOV) {
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target = enemy.pos;
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}
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if (target != -1 && getFurther( target )) {
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spend( 1 / speed() );
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return moveSprite( oldPos, pos );
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} else {
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spend( TICK );
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nowhereToRun();
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return true;
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}
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case PASSIVE:
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enemySeen = false;
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spend( TICK );
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return true;
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}
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return true;
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}
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protected Char chooseEnemy() {
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if (buff( Amok.class ) != null) {
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if (enemy == Dungeon.hero || enemy == null) {
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HashSet<Mob> enemies = new HashSet<Mob>();
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for (Mob mob:Dungeon.level.mobs) {
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if (mob != this && Level.fieldOfView[mob.pos]) {
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enemies.add( mob );
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}
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}
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if (enemies.size() > 0) {
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return Random.element( enemies );
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}
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} else {
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return enemy;
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}
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}
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Terror terror = (Terror)buff( Terror.class );
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if (terror != null) {
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return terror.source;
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}
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return Dungeon.hero;
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}
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protected void nowhereToRun() {
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}
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protected boolean moveSprite( int from, int to ) {
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if (sprite.isVisible() && (Dungeon.visible[from] || Dungeon.visible[to])) {
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sprite.move( from, to );
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return false;
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} else {
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sprite.place( to );
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return true;
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}
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}
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@Override
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public void add( Buff buff ) {
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super.add( buff );
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if (buff instanceof Amok) {
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if (sprite != null) {
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sprite.showStatus( CharSprite.NEGATIVE, TXT_RAGE );
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}
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state = State.HUNTING;
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} else if (buff instanceof Terror) {
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state = State.FLEEING;
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} else if (buff instanceof Sleep) {
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if (sprite != null) {
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new Flare( 4, 32 ).color( 0x44ffff, true ).show( sprite, 2f ) ;
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}
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state = State.SLEEPING;
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postpone( Sleep.SWS );
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}
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}
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@Override
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public void remove( Buff buff ) {
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super.remove( buff );
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if (buff instanceof Terror) {
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sprite.showStatus( CharSprite.NEGATIVE, TXT_RAGE );
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state = State.HUNTING;
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}
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}
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protected boolean canAttack( Char enemy ) {
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return Level.adjacent( pos, enemy.pos ) && !pacified;
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}
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protected boolean getCloser( int target ) {
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if (rooted) {
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return false;
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}
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int step = Dungeon.findPath( this, pos, target,
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Level.passable,
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Level.fieldOfView );
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if (step != -1) {
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move( step );
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return true;
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} else {
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return false;
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}
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}
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protected boolean getFurther( int target ) {
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int step = Dungeon.flee( this, pos, target,
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Level.passable,
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Level.fieldOfView );
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if (step != -1) {
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move( step );
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return true;
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} else {
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return false;
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}
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}
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@Override
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public void move( int step ) {
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super.move( step );
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if (!flying) {
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Dungeon.level.mobPress( this );
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}
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}
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protected float attackDelay() {
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return 1f;
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}
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protected boolean doAttack( Char enemy ) {
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boolean visible = Dungeon.visible[pos];
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if (visible) {
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sprite.attack( enemy.pos );
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} else {
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attack( enemy );
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}
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spend( attackDelay() );
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return !visible;
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}
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@Override
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public void onAttackComplete() {
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attack( enemy );
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super.onAttackComplete();
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}
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@Override
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public int defenseSkill( Char enemy ) {
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return enemySeen && !paralysed ? defenseSkill : 0;
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}
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@Override
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public int defenseProc( Char enemy, int damage ) {
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if (!enemySeen && enemy == Dungeon.hero && ((Hero)enemy).subClass == HeroSubClass.ASSASSIN) {
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damage += Random.Int( 1, damage );
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Wound.hit( this );
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}
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return damage;
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}
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@Override
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public void damage( int dmg, Object src ) {
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Terror.recover( this );
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if (state == State.SLEEPING) {
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state = State.WANDERING;
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}
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alerted = true;
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super.damage( dmg, src );
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}
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@Override
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public void destroy() {
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super.destroy();
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Dungeon.level.mobs.remove( this );
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if (Dungeon.hero.isAlive()) {
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if (hostile) {
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Statistics.enemiesSlain++;
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Badges.validateMonstersSlain();
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Statistics.qualifiedForNoKilling = false;
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if (Dungeon.nightMode) {
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Statistics.nightHunt++;
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} else {
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Statistics.nightHunt = 0;
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}
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Badges.validateNightHunter();
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}
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if (Dungeon.hero.lvl <= maxLvl && EXP > 0) {
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Dungeon.hero.sprite.showStatus( CharSprite.POSITIVE, TXT_EXP, EXP );
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Dungeon.hero.earnExp( EXP );
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}
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}
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}
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@Override
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public void die( Object cause ) {
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super.die( cause );
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if (Dungeon.hero.lvl <= maxLvl + 2) {
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dropLoot();
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}
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if (Dungeon.hero.isAlive() && !Dungeon.visible[pos]) {
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GLog.i( TXT_DIED );
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}
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}
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protected Object loot = null;
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protected float lootChance = 0;
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@SuppressWarnings("unchecked")
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protected void dropLoot() {
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if (loot != null && Random.Float() < lootChance) {
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Item item = null;
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if (loot instanceof Generator.Category) {
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item = Generator.random( (Generator.Category)loot );
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} else if (loot instanceof Class<?>) {
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item = Generator.random( (Class<? extends Item>)loot );
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} else {
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item = (Item)loot;
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}
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Dungeon.level.drop( item, pos ).sprite.drop();
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}
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}
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public boolean reset() {
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return false;
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}
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public void beckon( int cell ) {
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notice();
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if (state != State.HUNTING) {
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state = State.WANDERING;
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}
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target = cell;
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}
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public String description() {
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return "Real description is coming soon!";
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}
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public void notice() {
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sprite.showAlert();
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}
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public void yell( String str ) {
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GLog.n( "%s: \"%s\" ", name, str );
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}
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public static abstract class NPC extends Mob {
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{
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HP = HT = 1;
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EXP = 0;
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hostile = false;
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state = State.PASSIVE;
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}
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protected void throwItem() {
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Heap heap = Dungeon.level.heaps.get( pos );
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if (heap != null) {
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int n;
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do {
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n = pos + Level.NEIGHBOURS8[Random.Int( 8 )];
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} while (!Level.passable[n] && !Level.avoid[n]);
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Dungeon.level.drop( heap.pickUp(), n ).sprite.drop( pos );
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}
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}
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@Override
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public void beckon( int cell ) {
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}
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abstract public void interact();
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}
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}
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