v0.6.1: added two new uncommon rooms
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@ -25,6 +25,7 @@ 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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//other rooms should only extend emptyRoom if they do not add significant terrain
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public class EmptyRoom extends StandardRoom {
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@Override
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@ -0,0 +1,80 @@
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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.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.shatteredpixel.shatteredpixeldungeon.levels.traps.ExplosiveTrap;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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public class MinefieldRoom extends StandardRoom {
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@Override
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public float[] sizeCatProbs() {
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return new float[]{4, 1, 0};
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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.EMPTY );
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for (Door door : connected.values()) {
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door.set( Door.Type.REGULAR );
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}
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int mines = (int)Math.round(Math.sqrt(square()));
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switch (sizeCat){
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case NORMAL:
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mines -= 3;
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break;
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case LARGE:
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mines += 3;
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break;
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case GIANT:
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mines += 9;
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break;
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}
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for (int i = 0; i < mines; i++ ){
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int pos;
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do {
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pos = level.pointToCell(random(1));
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} while (level.traps.get(pos) != null);
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//randomly places some embers around the mines
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for (int j = 0; j < 8; j ++){;
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int c = PathFinder.NEIGHBOURS8[Random.Int(8)];
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if (level.traps.get(pos+c) == null && level.map[pos+c] == Terrain.EMPTY){
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Painter.set(level, pos+c, Terrain.EMBERS);
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}
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}
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Painter.set(level, pos, Terrain.SECRET_TRAP);
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level.setTrap(new ExplosiveTrap().hide(), pos);
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}
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}
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}
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@ -129,27 +129,29 @@ public abstract class StandardRoom extends Room {
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rooms.add(GrassyGraveRoom.class);
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rooms.add(StripedRoom.class);
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rooms.add(StudyRoom.class);
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rooms.add(SuspiciousChestRoom.class);
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rooms.add(MinefieldRoom.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[]{22, 10, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1};
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chances[2] = new float[]{22, 10, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1};
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chances[1] = new float[]{25, 15, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0};
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chances[2] = new float[]{25, 15, 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[]{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
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chances[5] = new float[]{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
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chances[6] = new float[]{22, 0, 10, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1};
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chances[6] = new float[]{25, 0, 15, 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[]{22, 0, 0, 10, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1};
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chances[11] = new float[]{25, 0, 0, 15, 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[]{22, 0, 0, 0, 10, 0, 1, 1, 1, 1, 1, 1, 1, 1};
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chances[16] = new float[]{25, 0, 0, 0, 15, 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] = chances[5];
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chances[22] = new float[]{22, 0, 0, 0, 0, 10, 1, 1, 1, 1, 1, 1, 1, 1};
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chances[22] = new float[]{25, 0, 0, 0, 0, 15, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1};
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chances[26] = chances[25] = chances[24] = chances[23] = chances[22];
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}
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@ -0,0 +1,59 @@
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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.standard;
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import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
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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.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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public class SuspiciousChestRoom extends EmptyRoom {
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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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Item i = level.findPrizeItem();
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if ( i == null ){
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i = new Gold().random();
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}
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int center = level.pointToCell(center());
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Painter.set(level, center, Terrain.PEDESTAL);
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level.drop(i, center).type = Heap.Type.MIMIC;
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}
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}
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