V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
This commit is contained in:
@@ -0,0 +1,376 @@
|
||||
/*
|
||||
* Pixel Dungeon
|
||||
* Copyright (C) 2012-2014 Oleg Dolya
|
||||
*
|
||||
* This program is free software: you can redistribute it and/or modify
|
||||
* it under the terms of the GNU General Public License as published by
|
||||
* the Free Software Foundation, either version 3 of the License, or
|
||||
* (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>
|
||||
*/
|
||||
package com.shatteredpixel.shatteredpixeldungeon.levels;
|
||||
|
||||
import java.util.List;
|
||||
|
||||
import com.watabou.noosa.Scene;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.Assets;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.Bones;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Bestiary;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.items.keys.SkeletonKey;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.levels.Room.Type;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
|
||||
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
|
||||
import com.watabou.utils.Bundle;
|
||||
import com.watabou.utils.Graph;
|
||||
import com.watabou.utils.Point;
|
||||
import com.watabou.utils.Random;
|
||||
|
||||
public class PrisonBossLevel extends RegularLevel {
|
||||
|
||||
{
|
||||
color1 = 0x6a723d;
|
||||
color2 = 0x88924c;
|
||||
}
|
||||
|
||||
private Room anteroom;
|
||||
private int arenaDoor;
|
||||
|
||||
private boolean enteredArena = false;
|
||||
private boolean keyDropped = false;
|
||||
|
||||
@Override
|
||||
public String tilesTex() {
|
||||
return Assets.TILES_PRISON;
|
||||
}
|
||||
|
||||
@Override
|
||||
public String waterTex() {
|
||||
return Assets.WATER_PRISON;
|
||||
}
|
||||
|
||||
private static final String ARENA = "arena";
|
||||
private static final String DOOR = "door";
|
||||
private static final String ENTERED = "entered";
|
||||
private static final String DROPPED = "droppped";
|
||||
|
||||
@Override
|
||||
public void storeInBundle( Bundle bundle ) {
|
||||
super.storeInBundle( bundle );
|
||||
bundle.put( ARENA, roomExit );
|
||||
bundle.put( DOOR, arenaDoor );
|
||||
bundle.put( ENTERED, enteredArena );
|
||||
bundle.put( DROPPED, keyDropped );
|
||||
}
|
||||
|
||||
@Override
|
||||
public void restoreFromBundle( Bundle bundle ) {
|
||||
super.restoreFromBundle( bundle );
|
||||
roomExit = (Room)bundle.get( ARENA );
|
||||
arenaDoor = bundle.getInt( DOOR );
|
||||
enteredArena = bundle.getBoolean( ENTERED );
|
||||
keyDropped = bundle.getBoolean( DROPPED );
|
||||
}
|
||||
|
||||
@Override
|
||||
protected boolean build() {
|
||||
|
||||
initRooms();
|
||||
|
||||
int distance;
|
||||
int retry = 0;
|
||||
|
||||
do {
|
||||
|
||||
if (retry++ > 10) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int innerRetry = 0;
|
||||
do {
|
||||
if (innerRetry++ > 10) {
|
||||
return false;
|
||||
}
|
||||
roomEntrance = Random.element( rooms );
|
||||
} while (roomEntrance.width() < 4 || roomEntrance.height() < 4);
|
||||
|
||||
innerRetry = 0;
|
||||
do {
|
||||
if (innerRetry++ > 10) {
|
||||
return false;
|
||||
}
|
||||
roomExit = Random.element( rooms );
|
||||
} while (
|
||||
roomExit == roomEntrance ||
|
||||
roomExit.width() < 7 ||
|
||||
roomExit.height() < 7 ||
|
||||
roomExit.top == 0);
|
||||
|
||||
Graph.buildDistanceMap( rooms, roomExit );
|
||||
distance = Graph.buildPath( rooms, roomEntrance, roomExit ).size();
|
||||
|
||||
} while (distance < 3);
|
||||
|
||||
roomEntrance.type = Type.ENTRANCE;
|
||||
roomExit.type = Type.BOSS_EXIT;
|
||||
|
||||
List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit );
|
||||
Graph.setPrice( path, roomEntrance.distance );
|
||||
|
||||
Graph.buildDistanceMap( rooms, roomExit );
|
||||
path = Graph.buildPath( rooms, roomEntrance, roomExit );
|
||||
|
||||
anteroom = path.get( path.size() - 2 );
|
||||
anteroom.type = Type.STANDARD;
|
||||
|
||||
Room room = roomEntrance;
|
||||
for (Room next : path) {
|
||||
room.connect( next );
|
||||
room = next;
|
||||
}
|
||||
|
||||
for (Room r : rooms) {
|
||||
if (r.type == Type.NULL && r.connected.size() > 0) {
|
||||
r.type = Type.PASSAGE;
|
||||
}
|
||||
}
|
||||
|
||||
paint();
|
||||
|
||||
Room r = (Room)roomExit.connected.keySet().toArray()[0];
|
||||
if (roomExit.connected.get( r ).y == roomExit.top) {
|
||||
return false;
|
||||
}
|
||||
|
||||
paintWater();
|
||||
paintGrass();
|
||||
|
||||
placeTraps();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected boolean[] water() {
|
||||
return Patch.generate( 0.45f, 5 );
|
||||
}
|
||||
|
||||
protected boolean[] grass() {
|
||||
return Patch.generate( 0.30f, 4 );
|
||||
}
|
||||
|
||||
protected void paintDoors( Room r ) {
|
||||
|
||||
for (Room n : r.connected.keySet()) {
|
||||
|
||||
if (r.type == Type.NULL) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Point door = r.connected.get( n );
|
||||
|
||||
if (r.type == Room.Type.PASSAGE && n.type == Room.Type.PASSAGE) {
|
||||
|
||||
Painter.set( this, door, Terrain.EMPTY );
|
||||
|
||||
} else {
|
||||
|
||||
Painter.set( this, door, Terrain.DOOR );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void placeTraps() {
|
||||
|
||||
int nTraps = nTraps();
|
||||
|
||||
for (int i=0; i < nTraps; i++) {
|
||||
|
||||
int trapPos = Random.Int( LENGTH );
|
||||
|
||||
if (map[trapPos] == Terrain.EMPTY) {
|
||||
map[trapPos] = Terrain.POISON_TRAP;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void decorate() {
|
||||
|
||||
for (int i=WIDTH + 1; i < LENGTH - WIDTH - 1; i++) {
|
||||
if (map[i] == Terrain.EMPTY) {
|
||||
|
||||
float c = 0.15f;
|
||||
if (map[i + 1] == Terrain.WALL && map[i + WIDTH] == Terrain.WALL) {
|
||||
c += 0.2f;
|
||||
}
|
||||
if (map[i - 1] == Terrain.WALL && map[i + WIDTH] == Terrain.WALL) {
|
||||
c += 0.2f;
|
||||
}
|
||||
if (map[i + 1] == Terrain.WALL && map[i - WIDTH] == Terrain.WALL) {
|
||||
c += 0.2f;
|
||||
}
|
||||
if (map[i - 1] == Terrain.WALL && map[i - WIDTH] == Terrain.WALL) {
|
||||
c += 0.2f;
|
||||
}
|
||||
|
||||
if (Random.Float() < c) {
|
||||
map[i] = Terrain.EMPTY_DECO;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i=0; i < WIDTH; i++) {
|
||||
if (map[i] == Terrain.WALL &&
|
||||
(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
|
||||
Random.Int( 4 ) == 0) {
|
||||
|
||||
map[i] = Terrain.WALL_DECO;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i=WIDTH; i < LENGTH - WIDTH; i++) {
|
||||
if (map[i] == Terrain.WALL &&
|
||||
map[i - WIDTH] == Terrain.WALL &&
|
||||
(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
|
||||
Random.Int( 2 ) == 0) {
|
||||
|
||||
map[i] = Terrain.WALL_DECO;
|
||||
}
|
||||
}
|
||||
|
||||
while (true) {
|
||||
int pos = roomEntrance.random();
|
||||
if (pos != entrance) {
|
||||
map[pos] = Terrain.SIGN;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Point door = roomExit.entrance();
|
||||
arenaDoor = door.x + door.y * WIDTH;
|
||||
Painter.set( this, arenaDoor, Terrain.LOCKED_DOOR );
|
||||
|
||||
Painter.fill( this,
|
||||
roomExit.left + 2,
|
||||
roomExit.top + 2,
|
||||
roomExit.width() - 3,
|
||||
roomExit.height() - 3,
|
||||
Terrain.INACTIVE_TRAP );
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void createMobs() {
|
||||
}
|
||||
|
||||
public Actor respawner() {
|
||||
return null;
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void createItems() {
|
||||
|
||||
int keyPos = anteroom.random();
|
||||
while (!passable[keyPos]) {
|
||||
keyPos = anteroom.random();
|
||||
}
|
||||
drop( new IronKey( Dungeon.depth ), keyPos ).type = Heap.Type.CHEST;
|
||||
|
||||
Item item = Bones.get();
|
||||
if (item != null) {
|
||||
int pos;
|
||||
do {
|
||||
pos = roomEntrance.random();
|
||||
} while (pos == entrance || map[pos] == Terrain.SIGN);
|
||||
drop( item, pos ).type = Heap.Type.SKELETON;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void press( int cell, Char ch ) {
|
||||
|
||||
super.press( cell, ch );
|
||||
|
||||
if (ch == Dungeon.hero && !enteredArena && roomExit.inside( cell )) {
|
||||
|
||||
enteredArena = true;
|
||||
|
||||
int pos;
|
||||
do {
|
||||
pos = roomExit.random();
|
||||
} while (pos == cell || Actor.findChar( pos ) != null);
|
||||
|
||||
Mob boss = Bestiary.mob( Dungeon.depth );
|
||||
boss.state = Mob.State.HUNTING;
|
||||
boss.pos = pos;
|
||||
GameScene.add( boss );
|
||||
boss.notice();
|
||||
|
||||
mobPress( boss );
|
||||
|
||||
set( arenaDoor, Terrain.LOCKED_DOOR );
|
||||
GameScene.updateMap( arenaDoor );
|
||||
Dungeon.observe();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public Heap drop( Item item, int cell ) {
|
||||
|
||||
if (!keyDropped && item instanceof SkeletonKey) {
|
||||
|
||||
keyDropped = true;
|
||||
|
||||
set( arenaDoor, Terrain.DOOR );
|
||||
GameScene.updateMap( arenaDoor );
|
||||
Dungeon.observe();
|
||||
}
|
||||
|
||||
return super.drop( item, cell );
|
||||
}
|
||||
|
||||
@Override
|
||||
public int randomRespawnCell() {
|
||||
return -1;
|
||||
}
|
||||
|
||||
@Override
|
||||
public String tileName( int tile ) {
|
||||
switch (tile) {
|
||||
case Terrain.WATER:
|
||||
return "Dark cold water.";
|
||||
default:
|
||||
return super.tileName( tile );
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public String tileDesc(int tile) {
|
||||
switch (tile) {
|
||||
case Terrain.EMPTY_DECO:
|
||||
return "There are old blood stains on the floor.";
|
||||
default:
|
||||
return super.tileDesc( tile );
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void addVisuals( Scene scene ) {
|
||||
PrisonLevel.addVisuals( this, scene );
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user