v0.4.3: added more rules for items spawning ontop of traps
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@ -30,11 +30,14 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion;
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import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfWealth;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room.Type;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.ShopPainter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.ChillingTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.ExplosiveTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.FireTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.WornTrap;
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@ -690,13 +693,20 @@ public abstract class RegularLevel extends Level {
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}
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for (Item item : itemsToSpawn) {
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int cell = randomDropCell();
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if (item instanceof Scroll) {
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while ((map[cell] == Terrain.TRAP || map[cell] == Terrain.SECRET_TRAP)
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&& traps.get( cell ) instanceof FireTrap) {
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cell = randomDropCell();
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int cell;
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do {
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cell = randomDropCell();
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if (item instanceof Scroll) {
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while (traps.get(cell) instanceof FireTrap) {
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cell = randomDropCell();
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}
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} else if (item instanceof Potion) {
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while (traps.get(cell) instanceof ChillingTrap) {
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cell = randomDropCell();
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}
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}
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}
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} while (traps.get(cell) instanceof ExplosiveTrap);
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drop( item, cell ).type = Heap.Type.HEAP;
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}
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