v0.6.1: added a new type of connection room (and chasm variant)
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@ -39,7 +39,7 @@ public class BridgeRoom extends TunnelRoom {
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super.paint(level);
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for (Room r : neigbours){
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if (r instanceof BridgeRoom || r instanceof WalkwayRoom){
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if (r instanceof BridgeRoom || r instanceof RingBridgeRoom || r instanceof WalkwayRoom){
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Rect i = intersect(r);
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if (i.width() != 0){
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i.left++;
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@ -66,27 +66,28 @@ public abstract class ConnectionRoom extends Room {
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rooms.add(PerimeterRoom.class);
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rooms.add(WalkwayRoom.class);
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rooms.add(MazeConnectionRoom.class);
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rooms.add(RingTunnelRoom.class);
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rooms.add(RingBridgeRoom.class);
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}
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private static float[][] chances = new float[27][];
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static {
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chances[1] = new float[]{10, 1, 0, 1, 0};
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chances[1] = new float[]{20, 1, 0, 2, 2, 1};
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chances[4] = chances[3] = chances[2] = chances[1];
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chances[5] = new float[]{1, 0, 0, 0, 0};
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chances[5] = new float[]{18, 0, 0, 0, 7, 0};
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chances[6] = new float[]{0, 0, 10, 2, 0};
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chances[6] = new float[]{0, 0, 22, 3, 0, 0};
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chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
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chances[11] = new float[]{10, 0, 0, 5, 0};
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chances[11] = new float[]{12, 0, 0, 5, 5, 3};
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chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
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chances[16] = new float[]{0, 1, 10, 1, 0};
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chances[16] = new float[]{0, 0, 18, 3, 3, 1};
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chances[20] = chances[19] = chances[18] = chances[17] = chances[16];
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chances[21] = chances[5];
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chances[22] = new float[]{10, 3, 0, 2, 0};
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chances[22] = new float[]{15, 4, 0, 2, 3, 2};
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chances[26] = chances[25] = chances[24] = chances[23] = chances[22];
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}
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@ -0,0 +1,52 @@
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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) 2014-2017 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.connection;
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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.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
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import com.watabou.utils.Rect;
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public class RingBridgeRoom extends RingTunnelRoom {
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@Override
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public void paint(Level level) {
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Painter.fill(level, this, 1, Terrain.CHASM);
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super.paint(level);
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for (Room r : neigbours){
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if (r instanceof BridgeRoom || r instanceof RingBridgeRoom || r instanceof WalkwayRoom){
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Rect i = intersect(r);
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if (i.width() != 0){
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i.left++;
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i.right--;
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} else {
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i.top++;
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i.bottom--;
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}
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Painter.fill(level, i.left, i.top, i.width()+1, i.height()+1, Terrain.CHASM);
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}
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}
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}
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}
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@ -0,0 +1,73 @@
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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) 2014-2017 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.connection;
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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.GameMath;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Point;
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import com.watabou.utils.Rect;
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public class RingTunnelRoom extends TunnelRoom {
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@Override
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public int minWidth() {
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return Math.max(5, super.minWidth());
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}
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@Override
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public int minHeight() {
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return Math.max(5, super.minHeight());
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}
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@Override
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public void paint(Level level) {
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super.paint(level);
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int floor = level.tunnelTile();
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Rect ring = getConnectionSpace();
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Painter.fill( level, ring.left, ring.top, 3, 3, floor);
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Painter.fill( level, ring.left+1, ring.top+1, 1, 1, Terrain.WALL);
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}
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//caches the value so multiple calls will always return the same.
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private Rect connSpace;
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@Override
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protected Rect getConnectionSpace() {
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if (connSpace == null) {
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Point c = getDoorCenter();
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c.x = (int) GameMath.gate(left + 2, c.x, right - 2);
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c.y = (int) GameMath.gate(top + 2, c.y, bottom - 2);
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connSpace = new Rect(c.x-1, c.y-1, c.x+1, c.y+1);
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}
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return connSpace;
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}
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}
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@ -39,7 +39,7 @@ public class WalkwayRoom extends PerimeterRoom {
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super.paint(level);
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for (Room r : neigbours){
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if (r instanceof BridgeRoom || r instanceof WalkwayRoom){
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if (r instanceof BridgeRoom || r instanceof RingBridgeRoom || r instanceof WalkwayRoom){
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Rect i = intersect(r);
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if (i.width() != 0){
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i.left++;
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