568 lines
20 KiB
Java
568 lines
20 KiB
Java
package com.shatteredpixel.shatteredpixeldungeon.items.artifacts;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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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.blobs.ToxicGas;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Wraith;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.NPC;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.ShaftParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfPsionicBlast;
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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.shatteredpixel.shatteredpixeldungeon.sprites.GhostSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.ItemSpriteSheet;
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import com.shatteredpixel.shatteredpixeldungeon.ui.QuickSlot;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.windows.WndQuest;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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import java.util.HashSet;
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/**
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* Created by debenhame on 21/11/2014.
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*/
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public class DriedRose extends Artifact {
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{
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name = "Dried Rose";
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image = ItemSpriteSheet.ARTIFACT_ROSE1;
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level = 0;
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levelCap = 10;
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charge = 100;
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chargeCap = 100;
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defaultAction = AC_SUMMON;
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}
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protected static boolean talkedTo = false;
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protected static boolean firstSummon = false;
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protected static boolean spawned = false;
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public int droppedPetals = 0;
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public static final String AC_SUMMON = "SUMMON";
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public DriedRose(){
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super();
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talkedTo = firstSummon = spawned = false;
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}
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@Override
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public ArrayList<String> actions( Hero hero ) {
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ArrayList<String> actions = super.actions( hero );
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if (isEquipped( hero ) && charge == chargeCap && !cursed)
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actions.add(AC_SUMMON);
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return actions;
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}
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@Override
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public void execute( Hero hero, String action ) {
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if (action.equals(AC_SUMMON)) {
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if (spawned) GLog.n("sad ghost: \"I'm already here\"");
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else if (!isEquipped( hero )) GLog.i("You need to equip your rose to do that.");
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else if (charge != chargeCap) GLog.i("Your rose isn't fully charged yet.");
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else if (cursed) GLog.i("You cannot use a cursed rose.");
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else {
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ArrayList<Integer> spawnPoints = new ArrayList<Integer>();
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for (int i = 0; i < Level.NEIGHBOURS8.length; i++) {
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int p = hero.pos + Level.NEIGHBOURS8[i];
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if (Actor.findChar(p) == null && (Level.passable[p] || Level.avoid[p])) {
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spawnPoints.add(p);
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}
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}
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if (spawnPoints.size() > 0) {
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GhostHero ghost = new GhostHero( level );
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ghost.pos = Random.element(spawnPoints);
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GameScene.add(ghost, 1f);
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CellEmitter.get(ghost.pos).start( ShaftParticle.FACTORY, 0.3f, 4 );
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CellEmitter.get(ghost.pos).start( Speck.factory(Speck.LIGHT), 0.2f, 3 );
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hero.spend(1f);
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hero.busy();
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hero.sprite.operate(hero.pos);
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if (!firstSummon) {
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ghost.yell(ghost.VOICE_HELLO + Dungeon.hero.className());
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Sample.INSTANCE.play( Assets.SND_GHOST );
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firstSummon = true;
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} else
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ghost.saySpawned();
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spawned = true;
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charge = 0;
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} else
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GLog.i("There is no free space near you.");
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}
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} else{
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super.execute(hero, action);
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}
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}
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@Override
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public String desc() {
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String desc =
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"Is this the rose that the ghost mentioned before disappearing? It seems to hold some spiritual power,"+
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" perhaps it can be used to channel the energy of that lost warrior.";
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if (isEquipped( Dungeon.hero )){
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if (!cursed){
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desc += "\n\nThe rose rests in your hand, it feels strangely warm.";
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if (level < 5)
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desc+= "\n\nThe rose has lost most of its petals. It feels extremely frail, like it " +
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"could snap any moment.";
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else if (level < 10)
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desc+= "\n\nYou have reattached many petals and the rose has started to somehow come back to life."+
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" It almost looks like it's read to bloom.";
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else
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desc+= "\n\nThe rose has blossomed again through some kind of magic, its connection to your spirit"+
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" friend is stronger than ever.";
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} else
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desc += "\n\nThe cursed rose is bound to you hand, it feels eerily cold.";
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}
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return desc;
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}
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@Override
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protected ArtifactBuff passiveBuff() {
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return new roseRecharge();
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}
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@Override
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public Item upgrade() {
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if (level >= 9)
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image = ItemSpriteSheet.ARTIFACT_ROSE3;
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else if (level >= 4)
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image = ItemSpriteSheet.ARTIFACT_ROSE2;
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return super.upgrade();
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}
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private static final String TALKEDTO = "talkedto";
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private static final String FIRSTSUMMON = "firstsummon";
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private static final String SPAWNED = "spawned";
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@Override
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public void storeInBundle( Bundle bundle ) {
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super.storeInBundle(bundle);
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bundle.put( TALKEDTO, talkedTo );
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bundle.put( FIRSTSUMMON, firstSummon );
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bundle.put( SPAWNED, spawned );
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}
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@Override
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public void restoreFromBundle( Bundle bundle ) {
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super.restoreFromBundle(bundle);
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talkedTo = bundle.getBoolean( TALKEDTO );
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firstSummon = bundle.getBoolean( FIRSTSUMMON );
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spawned = bundle.getBoolean( SPAWNED );
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}
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public class roseRecharge extends ArtifactBuff {
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@Override
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public boolean act() {
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if (charge < chargeCap && !cursed) {
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//TODO: investigate balancing on this.
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partialCharge += 10/75f;
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if (partialCharge > 1){
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charge++;
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partialCharge--;
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if (charge == chargeCap){
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partialCharge = 0f;
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GLog.p("Your rose is fully charged!");
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}
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}
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} else if (cursed && Random.Int(100) == 0) {
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ArrayList<Integer> spawnPoints = new ArrayList<Integer>();
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for (int i = 0; i < Level.NEIGHBOURS8.length; i++) {
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int p = target.pos + Level.NEIGHBOURS8[i];
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if (Actor.findChar(p) == null && (Level.passable[p] || Level.avoid[p])) {
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spawnPoints.add(p);
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}
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}
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if (spawnPoints.size() > 0) {
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Wraith.spawnAt(Random.element(spawnPoints));
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Sample.INSTANCE.play(Assets.SND_CURSED);
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}
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}
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QuickSlot.refresh();
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spend( TICK );
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return true;
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}
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}
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public static class Petal extends Item {
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{
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name = "dried petal";
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stackable = true;
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image = ItemSpriteSheet.PETAL;
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}
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@Override
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public boolean doPickUp( Hero hero ) {
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DriedRose rose = hero.belongings.getItem( DriedRose.class );
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if (rose != null && rose.level < rose.levelCap){
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rose.upgrade();
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if (rose.level == rose.levelCap) {
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GLog.p("The rose is completed!");
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Sample.INSTANCE.play( Assets.SND_GHOST );
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GLog.n("sad ghost: \"Thank you...\"");
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} else
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GLog.i("You add the petal to the rose.");
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Sample.INSTANCE.play( Assets.SND_DEWDROP );
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hero.spendAndNext(TIME_TO_PICK_UP);
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return true;
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} else {
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GLog.w("You have no rose to add this petal to.");
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return false;
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}
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}
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@Override
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public String info() {
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return "A frail dried up petal, which has somehow survived this far into the dungeon.";
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}
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}
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public static class GhostHero extends NPC {
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{
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name = "sad ghost";
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spriteClass = GhostSprite.class;
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flying = true;
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state = WANDERING;
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enemy = DUMMY;
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ally = true;
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}
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public GhostHero() {
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super();
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//double heroes defence skill
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defenseSkill = (Dungeon.hero.lvl+4)*2;
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}
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public GhostHero(int roseLevel){
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this();
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HP = HT = 10+roseLevel*3;
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}
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public void saySpawned(){
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int i = (Dungeon.depth - 1) / 5;
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if (chooseEnemy() == DUMMY)
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yell( Random.element( VOICE_AMBIENT[i] ) );
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else
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yell( Random.element( VOICE_ENEMIES[i][ Dungeon.bossLevel() ? 1 : 0 ] ) );
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Sample.INSTANCE.play( Assets.SND_GHOST );
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}
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public void sayAnhk(){
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yell( Random.element( VOICE_BLESSEDANKH ) );
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Sample.INSTANCE.play( Assets.SND_GHOST );
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}
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public void sayDefeated(){
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yell( Random.element( VOICE_DEFEATED[ Dungeon.bossLevel() ? 1 : 0 ] ) );
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Sample.INSTANCE.play( Assets.SND_GHOST );
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}
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public void sayHeroKilled(){
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yell(Random.element(VOICE_HEROKILLED));
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Sample.INSTANCE.play( Assets.SND_GHOST );
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}
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public void sayBossBeaten(){
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yell( Random.element( VOICE_BOSSBEATEN[ Dungeon.depth==25 ? 1 : 0 ] ) );
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Sample.INSTANCE.play( Assets.SND_GHOST );
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}
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@Override
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public String defenseVerb() {
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return "evaded";
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}
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@Override
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protected boolean act() {
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if (Random.Int(10) == 0) damage(1 , this);
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if (!isAlive())
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return true;
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if (!Dungeon.hero.isAlive()){
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sayHeroKilled();
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sprite.die();
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destroy();
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return true;
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}
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return super.act();
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}
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@Override
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protected boolean getCloser( int target ) {
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if (state == WANDERING || Level.distance(target, Dungeon.hero.pos) > 6)
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this.target = target = Dungeon.hero.pos;
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return super.getCloser( target );
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}
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@Override
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protected Char chooseEnemy() {
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if (enemy == DUMMY || !enemy.isAlive() || state == WANDERING) {
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HashSet<Mob> enemies = new HashSet<Mob>();
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for (Mob mob : Dungeon.level.mobs) {
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if (mob.hostile && Level.fieldOfView[mob.pos] && mob.state != mob.PASSIVE) {
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enemies.add(mob);
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}
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}
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enemy = enemies.size() > 0 ? Random.element( enemies ) : DUMMY;
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}
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return enemy;
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}
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@Override
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public int attackSkill(Char target) {
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//same accuracy as the hero.
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return (defenseSkill/2)+5;
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}
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@Override
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public int damageRoll() {
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//equivalent to N/2 to 5+N, where N is rose level.
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int lvl = (HT-10)/3;
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return Random.NormalIntRange( lvl/2, 5+lvl);
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}
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@Override
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public int dr() {
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//defence is equal to the level of rose.
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return (HT-10)/3;
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}
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@Override
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public void add( Buff buff ) {
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//in other words, can't be directly affected by buffs/debuffs.
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}
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@Override
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public void interact() {
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if (!DriedRose.talkedTo){
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DriedRose.talkedTo = true;
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GameScene.show(new WndQuest(this, VOICE_INTRODUCE ));
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} else {
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int curPos = pos;
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moveSprite( pos, Dungeon.hero.pos );
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move( Dungeon.hero.pos );
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Dungeon.hero.sprite.move( Dungeon.hero.pos, curPos );
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Dungeon.hero.move( curPos );
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Dungeon.hero.spend( 1 / Dungeon.hero.speed() );
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Dungeon.hero.busy();
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}
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}
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@Override
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public void die(Object cause) {
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sayDefeated();
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super.die(cause);
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}
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@Override
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public void destroy() {
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DriedRose.spawned = false;
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super.destroy();
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}
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@Override
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public String description() {
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return
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"A frail looking ethereal figure with a humanoid shape. Its power seems tied to the rose I have." +
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"\n\nThis ghost may not be much, but it seems to be my only true friend down here.";
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}
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private static final HashSet<Class<?>> IMMUNITIES = new HashSet<Class<?>>();
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static {
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IMMUNITIES.add( ToxicGas.class );
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IMMUNITIES.add( ScrollOfPsionicBlast.class );
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}
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@Override
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public HashSet<Class<?>> immunities() {
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return IMMUNITIES;
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}
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//************************************************************************************
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//This is a bunch strings & string arrays, used in all of the sad ghost's voice lines.
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//************************************************************************************
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public static final String VOICE_HELLO = "Hello again ";
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private static final String VOICE_INTRODUCE = "My spirit is bound to this rose, it was very precious to me, a "+
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"gift from my love whom I left on the surface.\n\nI cannot return to him, but thanks to you I have a " +
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"second chance to complete my journey. When I am able I will respond to your call and fight with you.\n\n" +
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"hopefully you may succeed where I failed...";
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//1st index - depth type, 2nd index - specific line.
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public static final String[][] VOICE_AMBIENT = {
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{
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"These sewers were once safe, some even lived here in the winter...",
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"I wonder what happened to the guard patrols, did they give up?...",
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"I had family on the surface, I hope they are safe..."
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},{
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"I've heard stories about this place, nothing good...",
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"This place was always more of a dungeon than a prison...",
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"I can't imagine what went on when this place was abandoned..."
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},{
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"No human or dwarf has been here for a very long time...",
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"Something must have gone very wrong, for the dwarves to abandon a gold mine...",
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"I feel great evil lurking below..."
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},{
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"The dwarves were industrious, but greedy...",
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"I hope the surface never ends up like this place...",
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"So the dwarvern metropolis really has fallen..."
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},{
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"What is this place?...",
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"So the stories are true, we have to fight a demon god...",
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"I feel a great evil in this place..."
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},{
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"... I don't like this place... We should leave as soon as possible..."
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}
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};
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//1st index - depth type, 2nd index - boss or not, 3rd index - specific line.
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public static final String[][][] VOICE_ENEMIES = {
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{
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{
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"Let's make the sewers safe again...",
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"If the guards couldn't defeat them, perhaps we can...",
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"These crabs are extremely annoying..."
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},{
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"Beware Goo!...",
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"Many of my friends died to this thing, time for vengeance...",
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"Such an abomination cannot be allowed to live..."
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}
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},{
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{
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"What dark magic happened here?...",
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"To think the captives of this place are now its guardians...",
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"They were criminals before, now they are monsters..."
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},{
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"If only he would see reason, he doesn't seem insane...",
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"He assumes we are hostile, if only he would stop to talk...",
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"The one prisoner left sane is a deadly assassin. Of course..."
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}
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},{
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{
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"The creatures here are twisted, just like the sewers... ",
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"more gnolls, I hate gnolls...",
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"Even the bats are bloodthirsty here..."
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},{
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"Only dwarves would build a mining machine that kills looters...",
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"That thing is huge...",
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"How has it survived here for so long?..."
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}
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},{
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{
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"Dwarves aren't supposed to look that pale...",
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"I don't know what's worse, the dwarves, or their creations...",
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"They all obey their master without question, even now..."
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},{
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"When people say power corrupts, this is what they mean...",
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"He's more a Lich than a King now...",
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"Looks like he's more demon than dwarf now..."
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}
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},{
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{
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"What the heck is that thing?...",
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"This place is terrifying...",
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"What were the dwarves thinking, toying with power like this?..."
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},{
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"Oh.... this doesn't look good...",
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"So that's what a god looks like?...",
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"This is going to hurt..."
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}
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},{
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{
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"I don't like this place... we should leave as soon as we can..."
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},{
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"Hello source viewer, I'm writing this here as this line should never trigger. Have a nice day!"
|
|
}
|
|
}
|
|
};
|
|
|
|
//1st index - Yog or not, 2nd index - specific line.
|
|
public static final String[][] VOICE_BOSSBEATEN = {
|
|
{
|
|
"Yes!",
|
|
"Victory!"
|
|
},{
|
|
"It's over... we won...",
|
|
"I can't believe it... We just killed a god..."
|
|
}
|
|
};
|
|
|
|
//1st index - boss or not, 2nd index - specific line.
|
|
public static final String[][] VOICE_DEFEATED = {
|
|
{
|
|
"Good luck...",
|
|
"I will return...",
|
|
"Tired... for now..."
|
|
},{
|
|
"No... I can't....",
|
|
"I'm sorry.. good luck..",
|
|
"Finish it off... without me..."
|
|
}
|
|
};
|
|
|
|
public static final String[] VOICE_HEROKILLED = {
|
|
"nooo...",
|
|
"no...",
|
|
"I couldn't help them..."
|
|
};
|
|
|
|
public static final String[] VOICE_BLESSEDANKH = {
|
|
"Incredible!...",
|
|
"Wish I had one of those...",
|
|
"How did you survive that?..."
|
|
};
|
|
}
|
|
}
|