v0.6.2: removed pitfall traps breaking into chasms

This commit is contained in:
Evan Debenham 2017-10-24 19:25:16 -04:00
parent 3522c275aa
commit 2a6c34f1e1

View File

@ -27,11 +27,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm; import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.watabou.utils.PathFinder;
public class PitfallTrap extends Trap { public class PitfallTrap extends Trap {
@ -62,23 +59,6 @@ public class PitfallTrap extends Trap {
} }
} }
@Override //TODO these used to become chasms when disarmed, but the functionality was problematic
protected void disarm() { //because it could block routes, perhaps some way to make this work elegantly?
super.disarm();
int stateChanges = 0;
boolean curWall = Dungeon.level.map[pos + PathFinder.CIRCLE8[PathFinder.CIRCLE8.length-1]] == Terrain.WALL;
for (int i : PathFinder.CIRCLE8){
if (curWall != (Dungeon.level.map[pos + i] == Terrain.WALL)){
stateChanges++;
curWall = Dungeon.level.map[pos + i] == Terrain.WALL;
}
}
//if making a pit here wouldn't block any paths, make a pit tile instead of a disarmed trap tile.
if (stateChanges <= 2){
Level.set(pos, Terrain.CHASM);
GameScene.updateMap( pos );
}
}
} }