v0.6.0: implemented PillarsRoom

This commit is contained in:
Evan Debenham 2017-05-20 14:35:16 -04:00
parent 2cf81d6b53
commit 36b80cf1fd

View File

@ -0,0 +1,106 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2017 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.levels.rooms.standard;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.watabou.utils.Random;
public class PillarsRoom extends StandardRoom {
@Override
public int minWidth() {
return Math.max(super.minWidth(), 7);
}
@Override
public int minHeight() {
return Math.max(super.minHeight(), 7);
}
@Override
public float[] sizeCatProbs() {
return new float[]{6, 3, 1};
}
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1 , Terrain.EMPTY );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
int minDim = Math.min(width(), height());
//2 pillars
if (minDim == 7 || Random.Int(2) == 0){
int pillarInset = minDim >= 11 ? 2 : 1;
int pillarSize = ((minDim-3)/2) - pillarInset;
int pillarX, pillarY;
if (Random.Int(2) == 0) {
pillarX = Random.IntRange(left + 1 + pillarInset, right - pillarSize - pillarInset);
pillarY = top + 1 + pillarInset;
} else {
pillarX = left + 1 + pillarInset;
pillarY = Random.IntRange(top + 1 + pillarInset, bottom - pillarSize - pillarInset);
}
//first pillar
Painter.fill(level, pillarX, pillarY, pillarSize, pillarSize, Terrain.WALL);
//invert for second pillar
pillarX = right - (pillarX - left + pillarSize - 1);
pillarY = bottom - (pillarY - top + pillarSize - 1);
Painter.fill(level, pillarX, pillarY, pillarSize, pillarSize, Terrain.WALL);
//4 pillars
} else {
int pillarInset = minDim >= 12 ? 2 : 1;
int pillarSize = (minDim - 6)/(pillarInset + 1);
float xSpaces = width() - 2*pillarInset - pillarSize - 2;
float ySpaces = height() - 2*pillarInset - pillarSize - 2;
float minSpaces = Math.min(xSpaces, ySpaces);
float percentSkew = Math.round(Random.Float() * minSpaces) / minSpaces;
//top-left, skews right
Painter.fill(level, left + 1 + pillarInset + Math.round(percentSkew*xSpaces), top + 1 + pillarInset, pillarSize, pillarSize, Terrain.WALL);
//top-right, skews down
Painter.fill(level, right - pillarSize - pillarInset, top + 1 + pillarInset + Math.round(percentSkew*ySpaces), pillarSize, pillarSize, Terrain.WALL);
//bottom-right, skews left
Painter.fill(level, right - pillarSize - pillarInset - Math.round(percentSkew*xSpaces), bottom - pillarSize - pillarInset, pillarSize, pillarSize, Terrain.WALL);
//bottom-left, skews up
Painter.fill(level, left + 1 + pillarInset, bottom - pillarSize - pillarInset - Math.round(percentSkew*ySpaces), pillarSize, pillarSize, Terrain.WALL);
}
}
}