v1.2.0: fixed cases of incorrect treasure spawns in some new rooms

This commit is contained in:
Evan Debenham 2022-03-21 20:59:13 -04:00
parent ac9b0c374c
commit 599a758f15
2 changed files with 2 additions and 10 deletions

View File

@ -129,20 +129,12 @@ public class CrystalPathRoom extends SpecialRoom {
item = new Gold(Random.NormalIntRange(5, 12));
break;
case 1:
if (Random.Int(3) == 0){
item = level.findPrizeItem();
if (item != null) break;
}
item = Generator.random(Random.oneOf(
Generator.Category.SEED,
Generator.Category.STONE)
);
break;
case 2:
if (Random.Int(3) == 0){
item = level.findPrizeItem();
if (item != null) break;
}
item = Generator.random(Random.oneOf(
Generator.Category.POTION,
Generator.Category.SCROLL)

View File

@ -159,11 +159,11 @@ public class SentryRoom extends SpecialRoom {
sentry.initialChargeDelay = dangerDist / 3f + 0.1f;
level.mobs.add( sentry );
level.addItemToSpawn(new PotionOfHaste());
Painter.set(level, treasurePos, Terrain.PEDESTAL);
level.drop( prize( level ), level.pointToCell(treasurePos) ).type = Heap.Type.CHEST;
level.addItemToSpawn(new PotionOfHaste());
entrance.set( Door.Type.REGULAR );
}