v0.9.1: added a new regional room for the city
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/*
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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) 2014-2020 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.levels.rooms.standard;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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import com.watabou.utils.Rect;
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//FIXME some copypasta from segmented room with changed constants in here, might want to externalize
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public class SegmentedLibraryRoom extends StandardRoom {
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{
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joinable = false;
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}
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@Override
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public float[] sizeCatProbs() {
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return new float[]{0, 3, 1};
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}
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@Override
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public void paint( Level level ) {
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Painter.fill( level, this, Terrain.WALL );
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Painter.fill( level, this, 1 , Terrain.BOOKSHELF );
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Painter.fill( level, this, 2 , Terrain.EMPTY_SP );
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for (Door door : connected.values()) {
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door.set( Door.Type.REGULAR );
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//set door areas to be empty to help with create walls logic
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Painter.drawInside(level, this, door, 2, Terrain.EMPTY_SP);
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}
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createWalls( level, new Rect(left+2, top+2, right-2, bottom-2));
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}
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private void createWalls( Level level, Rect area ){
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if (Math.max(area.width()+1, area.height()+1) < 4
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|| Math.min(area.width()+1, area.height()+1) < 3){
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return;
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}
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int tries = 10;
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//splitting top/bottom
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if (area.width() > area.height() || (area.width() == area.height() && Random.Int(2) == 0)){
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do{
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int splitX = Random.IntRange(area.left+2, area.right-2);
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if (level.map[splitX + level.width()*(area.top-1)] == Terrain.BOOKSHELF
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&& level.map[splitX + level.width()*(area.bottom+1)] == Terrain.BOOKSHELF){
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tries = 0;
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Painter.drawLine(level, new Point(splitX, area.top), new Point(splitX, area.bottom), Terrain.BOOKSHELF);
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int spaceTop = Random.IntRange(area.top, area.bottom-1);
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Painter.set(level, splitX, spaceTop, Terrain.EMPTY_SP);
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//Painter.set(level, splitX, spaceTop+1, Terrain.EMPTY);
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createWalls(level, new Rect(area.left, area.top, splitX-1, area.bottom));
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createWalls(level, new Rect(splitX+1, area.top, area.right, area.bottom));
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}
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} while (--tries > 0);
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//splitting left/right
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} else {
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do{
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int splitY = Random.IntRange(area.top+2, area.bottom-2);
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if (level.map[area.left-1 + level.width()*splitY] == Terrain.BOOKSHELF
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&& level.map[area.right+1 + level.width()*splitY] == Terrain.BOOKSHELF){
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tries = 0;
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Painter.drawLine(level, new Point(area.left, splitY), new Point(area.right, splitY), Terrain.BOOKSHELF);
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int spaceLeft = Random.IntRange(area.left, area.right-1);
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Painter.set(level, spaceLeft, splitY, Terrain.EMPTY_SP);
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//Painter.set(level, spaceLeft+1, splitY, Terrain.EMPTY);
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createWalls(level, new Rect(area.left, area.top, area.right, splitY-1));
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createWalls(level, new Rect(area.left, splitY+1, area.right, area.bottom));
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}
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} while (--tries > 0);
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}
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}
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}
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@ -120,6 +120,7 @@ public abstract class StandardRoom extends Room {
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rooms.add(HallwayRoom.class);
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rooms.add(PillarsRoom.class);
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rooms.add(SegmentedLibraryRoom.class);
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rooms.add(RuinsRoom.class);
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rooms.add(SkullsRoom.class);
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@ -139,21 +140,21 @@ public abstract class StandardRoom extends Room {
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private static float[][] chances = new float[27][];
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static {
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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};
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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};
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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};
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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};
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chances[4] = chances[3] = chances[2];
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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};
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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};
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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};
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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};
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chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
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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};
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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};
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chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
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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};
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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};
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chances[20] = chances[19] = chances[18] = chances[17] = chances[16];
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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};
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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};
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chances[26] = chances[25] = chances[24] = chances[23] = chances[22] = chances[21];
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}
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