v1.1.2: fixed secret lab rooms dropping energy crystals from their pot, added another random drop to compensate

This commit is contained in:
Evan Debenham 2021-12-29 17:51:39 -05:00
parent d5b092a888
commit 77ccbf2daf

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@ -72,7 +72,7 @@ public class SecretLaboratoryRoom extends SecretRoom {
Point pot = center(); Point pot = center();
Painter.set( level, pot, Terrain.ALCHEMY ); Painter.set( level, pot, Terrain.ALCHEMY );
Blob.seed( pot.x + level.width() * pot.y, 1+Random.NormalIntRange(20, 30), Alchemy.class, level ); Blob.seed( pot.x + level.width() * pot.y, 1, Alchemy.class, level );
int pos; int pos;
do { do {
@ -80,6 +80,11 @@ public class SecretLaboratoryRoom extends SecretRoom {
} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null); } while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null);
level.drop( new EnergyCrystal().random(), pos ); level.drop( new EnergyCrystal().random(), pos );
do {
pos = level.pointToCell(random());
} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null);
level.drop( new EnergyCrystal().random(), pos );
int n = Random.IntRange( 2, 3 ); int n = Random.IntRange( 2, 3 );
HashMap<Class<? extends Potion>, Float> chances = new HashMap<>(potionChances); HashMap<Class<? extends Potion>, Float> chances = new HashMap<>(potionChances);
for (int i=0; i < n; i++) { for (int i=0; i < n; i++) {