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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Tengu.java
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Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 Evan Debenham
*
* 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.actors.mobs;
import java.util.HashSet;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.LockedFloor;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroSubClass;
import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.LloydsBeacon;
import com.shatteredpixel.shatteredpixeldungeon.levels.PrisonBossLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SpearTrap;
import com.shatteredpixel.shatteredpixeldungeon.ui.BossHealthBar;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
import com.watabou.noosa.audio.Sample;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Badges;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.ToxicGas;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Poison;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
import com.shatteredpixel.shatteredpixeldungeon.items.TomeOfMastery;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfPsionicBlast;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Death;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.shatteredpixel.shatteredpixeldungeon.sprites.TenguSprite;
import com.watabou.utils.Bundle;
import com.watabou.utils.Random;
public class Tengu extends Mob {
{
name = "Tengu";
spriteClass = TenguSprite.class;
HP = HT = 120;
EXP = 20;
defenseSkill = 20;
HUNTING = new Hunting();
flying = true; //doesn't literally fly, but he is fleet-of-foot enough to avoid hazards
}
@Override
public int damageRoll() {
return Random.NormalIntRange( 6, 15 );
}
@Override
public int attackSkill( Char target ) {
return 20;
}
@Override
public int dr() {
return 5;
}
@Override
public void damage(int dmg, Object src) {
LockedFloor lock = Dungeon.hero.buff(LockedFloor.class);
if (lock != null) {
int multiple = HP > HT/2 ? 3 : 5;
lock.addTime(dmg*multiple);
}
//phase 2 of the fight is over
if (dmg >= HP) {
((PrisonBossLevel)Dungeon.level).progress();
return;
}
int beforeHitHP = HP;
super.damage(dmg, src);
int hpBracket = HP > HT/2 ? 12 : 20;
//phase 1 of the fight is over
if (beforeHitHP > HT/2 && HP <= HT/2){
HP = (HT/2)-1;
yell("Let's make this interesting...");
((PrisonBossLevel)Dungeon.level).progress();
BossHealthBar.bleed(true);
//if tengu has lost a certain amount of hp, jump
} else if (beforeHitHP / hpBracket != HP / hpBracket) {
jump();
}
}
@Override
public void die( Object cause ) {
if (Dungeon.hero.subClass == HeroSubClass.NONE) {
Dungeon.level.drop( new TomeOfMastery(), pos ).sprite.drop();
}
GameScene.bossSlain();
super.die( cause );
Badges.validateBossSlain();
LloydsBeacon beacon = Dungeon.hero.belongings.getItem(LloydsBeacon.class);
if (beacon != null) {
beacon.upgrade();
GLog.p("Your beacon grows stronger!");
}
yell( "Free at last..." );
}
@Override
protected boolean canAttack( Char enemy ) {
return new Ballistica( pos, enemy.pos, Ballistica.PROJECTILE).collisionPos == enemy.pos;
}
//tengu's attack is always visible
@Override
protected boolean doAttack(Char enemy) {
sprite.attack( enemy.pos );
spend( attackDelay() );
return true;
}
private void jump() {
for (int i=0; i < 4; i++) {
int trapPos;
do {
trapPos = Random.Int( Level.LENGTH );
} while (!Level.fieldOfView[trapPos] || Level.solid[trapPos]);
if (Dungeon.level.map[trapPos] == Terrain.INACTIVE_TRAP) {
Dungeon.level.setTrap( new SpearTrap().reveal(), trapPos );
Level.set( trapPos, Terrain.TRAP );
ScrollOfMagicMapping.discover( trapPos );
}
}
int newPos;
//if we're in phase 1, want to warp around within the room
if (HP > HT/2) {
do {
newPos = Random.Int(Level.LENGTH);
} while (
!Level.fieldOfView[newPos] ||
Level.solid[newPos] ||
Level.adjacent(newPos, enemy.pos) ||
Actor.findChar(newPos) != null);
//otherwise go wherever, as long as it's a little bit away
} else {
do {
newPos = Random.Int(Level.LENGTH);
} while (
Level.solid[newPos] ||
Level.distance(newPos, enemy.pos) < 8 ||
Actor.findChar(newPos) != null);
}
if (Dungeon.visible[pos]) CellEmitter.get( pos ).burst( Speck.factory( Speck.WOOL ), 6 );
sprite.move( pos, newPos );
move( newPos );
if (Dungeon.visible[newPos]) CellEmitter.get( newPos ).burst( Speck.factory( Speck.WOOL ), 6 );
Sample.INSTANCE.play( Assets.SND_PUFF );
spend( 1 / speed() );
}
@Override
public void notice() {
super.notice();
BossHealthBar.assignBoss(this);
if (HP <= HT/2) BossHealthBar.bleed(true);
if (HP == HT) {
yell("You're mine, " + Dungeon.hero.givenName() + "!");
} else {
yell("Face me, " + Dungeon.hero.givenName() + "!");
}
}
@Override
public String description() {
return
"A famous and enigmatic assassin, named for the mask grafted to his face.\n\n" +
"Tengu is held down with large clasps on his wrists and knees, though he seems to have gotten rid of his chains long ago.\n\n" +
"He will try to use traps, deceptive magic, and precise attacks to eliminate the only thing stopping his escape: you.";
}
private static final HashSet<Class<?>> RESISTANCES = new HashSet<>();
static {
RESISTANCES.add( ToxicGas.class );
RESISTANCES.add( Poison.class );
RESISTANCES.add( Death.class );
RESISTANCES.add( ScrollOfPsionicBlast.class );
}
@Override
public HashSet<Class<?>> resistances() {
return RESISTANCES;
}
@Override
public void restoreFromBundle(Bundle bundle) {
super.restoreFromBundle(bundle);
BossHealthBar.assignBoss(this);
if (HP <= HT/2) BossHealthBar.bleed(true);
}
//tengu is always hunting
private class Hunting extends Mob.Hunting{
@Override
public boolean act(boolean enemyInFOV, boolean justAlerted) {
enemySeen = enemyInFOV;
if (enemyInFOV && !isCharmedBy( enemy ) && canAttack( enemy )) {
return doAttack( enemy );
} else {
if (enemyInFOV) {
target = enemy.pos;
}
spend( TICK );
return true;
}
}
}
}