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.traps;
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import java.util.ArrayList;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Bestiary;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfBlink;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.watabou.utils.Random;
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public class SummoningTrap {
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private static final float DELAY = 2f;
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private static final Mob DUMMY = new Mob() {};
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// 0x770088
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public static void trigger( int pos, Char c ) {
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if (Dungeon.bossLevel()) {
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return;
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}
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if (c != null) {
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Actor.occupyCell( c );
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}
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int nMobs = 1;
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if (Random.Int( 2 ) == 0) {
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nMobs++;
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if (Random.Int( 2 ) == 0) {
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nMobs++;
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}
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}
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// It's complicated here, because these traps can be activated in chain
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ArrayList<Integer> candidates = new ArrayList<Integer>();
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for (int i=0; i < Level.NEIGHBOURS8.length; i++) {
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int p = pos + Level.NEIGHBOURS8[i];
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if (Actor.findChar( p ) == null && (Level.passable[p] || Level.avoid[p])) {
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candidates.add( p );
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}
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}
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ArrayList<Integer> respawnPoints = new ArrayList<Integer>();
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while (nMobs > 0 && candidates.size() > 0) {
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int index = Random.index( candidates );
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DUMMY.pos = candidates.get( index );
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Actor.occupyCell( DUMMY );
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respawnPoints.add( candidates.remove( index ) );
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nMobs--;
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}
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for (Integer point : respawnPoints) {
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Mob mob = Bestiary.mob( Dungeon.depth );
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mob.state = Mob.State.WANDERING;
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GameScene.add( mob, DELAY );
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WandOfBlink.appear( mob, point );
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}
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}
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}
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