V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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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.levels;
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import java.util.List;
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import com.watabou.noosa.Scene;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Bones;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp;
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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.Room.Type;
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import com.watabou.utils.Graph;
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import com.watabou.utils.Random;
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public class LastShopLevel extends RegularLevel {
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{
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color1 = 0x4b6636;
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color2 = 0xf2f2f2;
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}
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@Override
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public String tilesTex() {
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return Assets.TILES_CITY;
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}
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@Override
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public String waterTex() {
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return Assets.WATER_CITY;
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}
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@Override
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protected boolean build() {
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initRooms();
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int distance;
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int retry = 0;
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int minDistance = (int)Math.sqrt( rooms.size() );
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do {
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int innerRetry = 0;
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do {
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if (innerRetry++ > 10) {
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return false;
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}
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roomEntrance = Random.element( rooms );
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} while (roomEntrance.width() < 4 || roomEntrance.height() < 4);
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innerRetry = 0;
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do {
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if (innerRetry++ > 10) {
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return false;
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}
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roomExit = Random.element( rooms );
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} while (roomExit == roomEntrance || roomExit.width() < 6 || roomExit.height() < 6 || roomExit.top == 0);
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Graph.buildDistanceMap( rooms, roomExit );
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distance = Graph.buildPath( rooms, roomEntrance, roomExit ).size();
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if (retry++ > 10) {
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return false;
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}
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} while (distance < minDistance);
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roomEntrance.type = Type.ENTRANCE;
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roomExit.type = Type.EXIT;
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Graph.buildDistanceMap( rooms, roomExit );
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List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit );
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Graph.setPrice( path, roomEntrance.distance );
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Graph.buildDistanceMap( rooms, roomExit );
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path = Graph.buildPath( rooms, roomEntrance, roomExit );
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Room room = roomEntrance;
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for (Room next : path) {
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room.connect( next );
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room = next;
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}
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Room roomShop = null;
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int shopSquare = 0;
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for (Room r : rooms) {
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if (r.type == Type.NULL && r.connected.size() > 0) {
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r.type = Type.PASSAGE;
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if (r.square() > shopSquare) {
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roomShop = r;
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shopSquare = r.square();
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}
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}
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}
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if (roomShop == null || shopSquare < 30) {
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return false;
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} else {
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roomShop.type = Imp.Quest.isCompleted() ? Room.Type.SHOP : Room.Type.STANDARD;
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}
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paint();
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paintWater();
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paintGrass();
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return true;
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}
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@Override
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protected void decorate() {
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for (int i=0; i < LENGTH; i++) {
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if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) {
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map[i] = Terrain.EMPTY_DECO;
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} else if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) {
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map[i] = Terrain.WALL_DECO;
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} else if (map[i] == Terrain.SECRET_DOOR) {
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map[i] = Terrain.DOOR;
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}
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}
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if (Imp.Quest.isCompleted()) {
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while (true) {
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int pos = roomEntrance.random();
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if (pos != entrance) {
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map[pos] = Terrain.SIGN;
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break;
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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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protected void createMobs() {
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}
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public Actor respawner() {
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return null;
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}
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@Override
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protected void createItems() {
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Item item = Bones.get();
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if (item != null) {
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int pos;
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do {
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pos = roomEntrance.random();
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} while (pos == entrance || map[pos] == Terrain.SIGN);
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drop( item, pos ).type = Heap.Type.SKELETON;
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}
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}
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@Override
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public int randomRespawnCell() {
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return -1;
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}
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@Override
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public String tileName( int tile ) {
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switch (tile) {
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case Terrain.WATER:
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return "Suspiciously colored water";
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case Terrain.HIGH_GRASS:
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return "High blooming flowers";
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default:
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return super.tileName( tile );
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}
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}
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@Override
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public String tileDesc(int tile) {
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switch (tile) {
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case Terrain.ENTRANCE:
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return "A ramp leads up to the upper depth.";
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case Terrain.EXIT:
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return "A ramp leads down to the Inferno.";
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case Terrain.WALL_DECO:
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case Terrain.EMPTY_DECO:
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return "Several tiles are missing here.";
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case Terrain.EMPTY_SP:
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return "Thick carpet covers the floor.";
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default:
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return super.tileDesc( tile );
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}
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}
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@Override
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protected boolean[] water() {
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return Patch.generate( 0.35f, 4 );
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}
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@Override
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protected boolean[] grass() {
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return Patch.generate( 0.30f, 3 );
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}
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@Override
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public void addVisuals( Scene scene ) {
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CityLevel.addVisuals( this, scene );
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}
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}
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