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