v0.9.1: added a new regional room for the city

This commit is contained in:
Evan Debenham 2020-10-21 13:25:19 -04:00
parent 1298ab426c
commit 5722910ce7
2 changed files with 121 additions and 7 deletions

View File

@ -0,0 +1,113 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2020 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.Point;
import com.watabou.utils.Random;
import com.watabou.utils.Rect;
//FIXME some copypasta from segmented room with changed constants in here, might want to externalize
public class SegmentedLibraryRoom extends StandardRoom {
{
joinable = false;
}
@Override
public float[] sizeCatProbs() {
return new float[]{0, 3, 1};
}
@Override
public void paint( Level level ) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1 , Terrain.BOOKSHELF );
Painter.fill( level, this, 2 , Terrain.EMPTY_SP );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
//set door areas to be empty to help with create walls logic
Painter.drawInside(level, this, door, 2, Terrain.EMPTY_SP);
}
createWalls( level, new Rect(left+2, top+2, right-2, bottom-2));
}
private void createWalls( Level level, Rect area ){
if (Math.max(area.width()+1, area.height()+1) < 4
|| Math.min(area.width()+1, area.height()+1) < 3){
return;
}
int tries = 10;
//splitting top/bottom
if (area.width() > area.height() || (area.width() == area.height() && Random.Int(2) == 0)){
do{
int splitX = Random.IntRange(area.left+2, area.right-2);
if (level.map[splitX + level.width()*(area.top-1)] == Terrain.BOOKSHELF
&& level.map[splitX + level.width()*(area.bottom+1)] == Terrain.BOOKSHELF){
tries = 0;
Painter.drawLine(level, new Point(splitX, area.top), new Point(splitX, area.bottom), Terrain.BOOKSHELF);
int spaceTop = Random.IntRange(area.top, area.bottom-1);
Painter.set(level, splitX, spaceTop, Terrain.EMPTY_SP);
//Painter.set(level, splitX, spaceTop+1, Terrain.EMPTY);
createWalls(level, new Rect(area.left, area.top, splitX-1, area.bottom));
createWalls(level, new Rect(splitX+1, area.top, area.right, area.bottom));
}
} while (--tries > 0);
//splitting left/right
} else {
do{
int splitY = Random.IntRange(area.top+2, area.bottom-2);
if (level.map[area.left-1 + level.width()*splitY] == Terrain.BOOKSHELF
&& level.map[area.right+1 + level.width()*splitY] == Terrain.BOOKSHELF){
tries = 0;
Painter.drawLine(level, new Point(area.left, splitY), new Point(area.right, splitY), Terrain.BOOKSHELF);
int spaceLeft = Random.IntRange(area.left, area.right-1);
Painter.set(level, spaceLeft, splitY, Terrain.EMPTY_SP);
//Painter.set(level, spaceLeft+1, splitY, Terrain.EMPTY);
createWalls(level, new Rect(area.left, area.top, area.right, splitY-1));
createWalls(level, new Rect(area.left, splitY+1, area.right, area.bottom));
}
} while (--tries > 0);
}
}
}

View File

@ -120,6 +120,7 @@ public abstract class StandardRoom extends Room {
rooms.add(HallwayRoom.class); rooms.add(HallwayRoom.class);
rooms.add(PillarsRoom.class); rooms.add(PillarsRoom.class);
rooms.add(SegmentedLibraryRoom.class);
rooms.add(RuinsRoom.class); rooms.add(RuinsRoom.class);
rooms.add(SkullsRoom.class); rooms.add(SkullsRoom.class);
@ -139,21 +140,21 @@ public abstract class StandardRoom extends Room {
private static float[][] chances = new float[27][]; private static float[][] chances = new float[27][];
static { static {
chances[1] = new float[]{15, 10,10,5, 0,0, 0,0, 0,0, 0,0, 1,0,1,0,1,0,1,1,0,0}; chances[1] = new float[]{15, 10,10,5, 0,0, 0,0, 0,0,0, 0,0, 1,0,1,0,1,0,1,1,0,0};
chances[2] = new float[]{15, 10,10,5, 0,0, 0,0, 0,0, 0,0, 1,1,1,1,1,1,1,1,1,1}; chances[2] = new float[]{15, 10,10,5, 0,0, 0,0, 0,0,0, 0,0, 1,1,1,1,1,1,1,1,1,1};
chances[4] = chances[3] = chances[2]; chances[4] = chances[3] = chances[2];
chances[5] = new float[]{15, 10,10,0, 0,0, 0,0, 0,0, 0,0, 0,0,0,0,0,0,0,0,0,0}; chances[5] = new float[]{15, 10,10,0, 0,0, 0,0, 0,0,0, 0,0, 0,0,0,0,0,0,0,0,0,0};
chances[6] = new float[]{20, 0,0,0, 15,5, 0,0, 0,0, 0,0, 1,1,1,1,1,1,1,1,1,1}; chances[6] = new float[]{20, 0,0,0, 15,5, 0,0, 0,0,0, 0,0, 1,1,1,1,1,1,1,1,1,1};
chances[10] = chances[9] = chances[8] = chances[7] = chances[6]; chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
chances[11] = new float[]{20, 0,0,0, 0,0, 15,5, 0,0, 0,0, 1,1,1,1,1,1,1,1,1,1}; chances[11] = new float[]{20, 0,0,0, 0,0, 15,5, 0,0,0, 0,0, 1,1,1,1,1,1,1,1,1,1};
chances[15] = chances[14] = chances[13] = chances[12] = chances[11]; chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
chances[16] = new float[]{20, 0,0,0, 0,0, 0,0, 15,5, 0,0, 1,1,1,1,1,1,1,1,1,1}; chances[16] = new float[]{15, 0,0,0, 0,0, 0,0, 10,10,5, 0,0, 1,1,1,1,1,1,1,1,1,1};
chances[20] = chances[19] = chances[18] = chances[17] = chances[16]; chances[20] = chances[19] = chances[18] = chances[17] = chances[16];
chances[21] = new float[]{20, 0,0,0, 0,0, 0,0, 0,0, 15,5, 1,1,1,1,1,1,1,1,1,1}; chances[21] = new float[]{20, 0,0,0, 0,0, 0,0, 0,0,0, 15,5, 1,1,1,1,1,1,1,1,1,1};
chances[26] = chances[25] = chances[24] = chances[23] = chances[22] = chances[21]; chances[26] = chances[25] = chances[24] = chances[23] = chances[22] = chances[21];
} }