/* * 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 */ package com.watabou.pixeldungeon.actors.mobs; import java.util.HashSet; import com.watabou.pixeldungeon.Dungeon; import com.watabou.pixeldungeon.Journal; import com.watabou.pixeldungeon.actors.Char; import com.watabou.pixeldungeon.actors.blobs.ToxicGas; import com.watabou.pixeldungeon.actors.buffs.Poison; import com.watabou.pixeldungeon.items.Generator; import com.watabou.pixeldungeon.items.scrolls.ScrollOfPsionicBlast; import com.watabou.pixeldungeon.items.weapon.Weapon; import com.watabou.pixeldungeon.items.weapon.Weapon.Enchantment; import com.watabou.pixeldungeon.items.weapon.enchantments.Death; import com.watabou.pixeldungeon.items.weapon.enchantments.Leech; import com.watabou.pixeldungeon.items.weapon.melee.MeleeWeapon; import com.watabou.pixeldungeon.sprites.StatueSprite; import com.watabou.utils.Bundle; import com.watabou.utils.Random; public class Statue extends Mob { { name = "animated statue"; spriteClass = StatueSprite.class; EXP = 0; state = State.PASSIVE; } private Weapon weapon; public Statue() { super(); do { weapon = (Weapon)Generator.random( Generator.Category.WEAPON ); } while (!(weapon instanceof MeleeWeapon) || weapon.level < 0); weapon.identify(); weapon.enchant( Enchantment.random() ); HP = HT = 15 + Dungeon.depth * 5; defenseSkill = 4 + Dungeon.depth; } private static final String WEAPON = "weapon"; @Override public void storeInBundle( Bundle bundle ) { super.storeInBundle( bundle ); bundle.put( WEAPON, weapon ); } @Override public void restoreFromBundle( Bundle bundle ) { super.restoreFromBundle( bundle ); weapon = (Weapon)bundle.get( WEAPON ); } @Override protected boolean act() { if (Dungeon.visible[pos]) { Journal.add( Journal.Feature.STATUE ); } return super.act(); } @Override public int damageRoll() { return Random.NormalIntRange( weapon.MIN, weapon.MAX ); } @Override public int attackSkill( Char target ) { return (int)((9 + Dungeon.depth) * weapon.ACU); } @Override protected float attackDelay() { return weapon.DLY; } @Override public int dr() { return Dungeon.depth; } @Override public void damage( int dmg, Object src ) { if (state == State.PASSIVE) { state = State.HUNTING; } super.damage( dmg, src ); } @Override public int attackProc( Char enemy, int damage ) { weapon.proc( this, enemy, damage ); return damage; } @Override public void beckon( int cell ) { } @Override public void die( Object cause ) { Dungeon.level.drop( weapon, pos ).sprite.drop(); super.die( cause ); } @Override public void destroy() { Journal.remove( Journal.Feature.STATUE ); super.destroy(); } @Override public boolean reset() { state = State.PASSIVE; return true; } @Override public String description() { return "You would think that it's just another ugly statue of this dungeon, but its red glowing eyes give itself away. " + "While the statue itself is made of stone, the _" + weapon.name() + "_, it's wielding, looks real."; } private static final HashSet> RESISTANCES = new HashSet>(); private static final HashSet> IMMUNITIES = new HashSet>(); static { RESISTANCES.add( ToxicGas.class ); RESISTANCES.add( Poison.class ); RESISTANCES.add( Death.class ); RESISTANCES.add( ScrollOfPsionicBlast.class ); IMMUNITIES.add( Leech.class ); } @Override public HashSet> resistances() { return RESISTANCES; } @Override public HashSet> immunities() { return IMMUNITIES; } }