250 lines
6.4 KiB
Java
250 lines
6.4 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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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.actors.mobs;
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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.buffs.Light;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.particles.PurpleParticle;
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import com.shatteredpixel.shatteredpixeldungeon.items.Dewdrop;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfDisintegration;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Grim;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Vampiric;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.CharSprite;
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import com.shatteredpixel.shatteredpixeldungeon.sprites.EyeSprite;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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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.HashSet;
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public class Eye extends Mob {
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{
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spriteClass = EyeSprite.class;
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HP = HT = 100;
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defenseSkill = 20;
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viewDistance = Light.DISTANCE;
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EXP = 13;
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maxLvl = 25;
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flying = true;
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HUNTING = new Hunting();
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loot = new Dewdrop();
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lootChance = 0.5f;
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properties.add(Property.DEMONIC);
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}
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@Override
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public int damageRoll() {
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return Random.NormalIntRange(20, 30);
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}
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@Override
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public int attackSkill( Char target ) {
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return 30;
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}
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@Override
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public int drRoll() {
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return Random.NormalIntRange(0, 10);
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}
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private Ballistica beam;
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private int beamCooldown;
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public boolean beamCharged;
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@Override
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protected boolean canAttack( Char enemy ) {
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if (beamCooldown == 0) {
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Ballistica aim = new Ballistica(pos, enemy.pos, Ballistica.STOP_TERRAIN);
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if (enemy.invisible == 0 && Level.fieldOfView[enemy.pos] && aim.subPath(1, aim.dist).contains(enemy.pos)){
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beam = aim;
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return true;
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} else
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//if the beam is charged, it has to attack, will aim at previous location of hero.
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return beamCharged;
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} else
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return super.canAttack(enemy);
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}
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@Override
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protected boolean act() {
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if (beamCooldown > 0)
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beamCooldown--;
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return super.act();
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}
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@Override
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protected Char chooseEnemy() {
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if (beamCharged && enemy != null) return enemy;
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return super.chooseEnemy();
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}
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@Override
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protected boolean doAttack( Char enemy ) {
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if (beamCooldown > 0) {
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return super.doAttack(enemy);
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} else if (!beamCharged){
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((EyeSprite)sprite).charge( enemy.pos );
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spend( attackDelay()*2f );
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beamCharged = true;
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return true;
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} else {
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spend( attackDelay() );
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if (Dungeon.visible[pos]) {
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sprite.zap( beam.collisionPos );
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return false;
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} else {
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deathGaze();
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return true;
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}
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}
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}
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@Override
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public void damage(int dmg, Object src) {
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if (beamCharged) dmg /= 4;
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super.damage(dmg, src);
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}
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public void deathGaze(){
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if (!beamCharged || beamCooldown > 0 || beam == null)
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return;
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beamCharged = false;
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beamCooldown = Random.IntRange(3, 6);
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boolean terrainAffected = false;
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for (int pos : beam.subPath(1, beam.dist)) {
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if (Level.flamable[pos]) {
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Dungeon.level.destroy( pos );
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GameScene.updateMap( pos );
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terrainAffected = true;
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}
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Char ch = Actor.findChar( pos );
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if (ch == null) {
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continue;
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}
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if (hit( this, ch, true )) {
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ch.damage( Random.NormalIntRange( 30, 50 ), this );
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if (Dungeon.visible[pos]) {
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ch.sprite.flash();
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CellEmitter.center( pos ).burst( PurpleParticle.BURST, Random.IntRange( 1, 2 ) );
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}
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if (!ch.isAlive() && ch == Dungeon.hero) {
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Dungeon.fail( getClass() );
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GLog.n( Messages.get(this, "deathgaze_kill") );
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}
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} else {
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ch.sprite.showStatus( CharSprite.NEUTRAL, ch.defenseVerb() );
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}
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}
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if (terrainAffected) {
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Dungeon.observe();
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}
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beam = null;
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sprite.idle();
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}
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private static final String BEAM_TARGET = "beamTarget";
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private static final String BEAM_COOLDOWN = "beamCooldown";
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private static final String BEAM_CHARGED = "beamCharged";
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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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if (beam != null)
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bundle.put( BEAM_TARGET, beam.collisionPos);
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bundle.put( BEAM_COOLDOWN, beamCooldown );
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bundle.put( BEAM_CHARGED, beamCharged );
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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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if (bundle.contains(BEAM_TARGET))
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beam = new Ballistica(pos, bundle.getInt(BEAM_TARGET), Ballistica.STOP_TERRAIN);
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beamCooldown = bundle.getInt(BEAM_COOLDOWN);
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beamCharged = bundle.getBoolean(BEAM_CHARGED);
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}
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private static final HashSet<Class<?>> RESISTANCES = new HashSet<>();
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static {
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RESISTANCES.add( WandOfDisintegration.class );
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RESISTANCES.add( Grim.class );
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RESISTANCES.add( Vampiric.class );
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}
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@Override
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public HashSet<Class<?>> resistances() {
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return RESISTANCES;
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}
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private static final HashSet<Class<?>> IMMUNITIES = new HashSet<>();
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static {
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IMMUNITIES.add( Terror.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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private class Hunting extends Mob.Hunting{
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@Override
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public boolean act(boolean enemyInFOV, boolean justAlerted) {
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//always attack if the beam is charged, no exceptions
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if (beamCharged && enemy != null)
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enemyInFOV = true;
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return super.act(enemyInFOV, justAlerted);
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}
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}
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}
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