v1.2.0: roughly implemented crystal door choice rooms
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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) 2014-2022 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.special;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.CrystalKey;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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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.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EmptyRoom;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EntranceRoom;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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public class CrystalDoorChoiceRoom extends SpecialRoom {
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@Override
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public int minWidth() { return 7; }
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public int minHeight() { return 7; }
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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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Door entrance = entrance();
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Room entry = new EmptyRoom();
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Room room1 = new EmptyRoom();
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Room room2 = new EmptyRoom();
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if (entrance.x == left){
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entry.set(left+1, top+1, left+2, bottom-1);
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room1.set(entry.right+2, top+1, right-1, center().y-1);
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room2.set(entry.right+2, room1.bottom+2, right-1, bottom-1);
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Painter.set(level, new Point(entry.right+1, (room1.top + room1.bottom + 1)/2), Terrain.CRYSTAL_DOOR);
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Painter.set(level, new Point(entry.right+1, (room2.top + room2.bottom)/2), Terrain.CRYSTAL_DOOR);
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} else if (entrance.y == top){
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entry.set(left+1, top+1, right-1, top+2);
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room1.set(left+1, entry.bottom+2, center().x-1, bottom-1);
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room2.set(room1.right+2, entry.bottom+2, right-1, bottom-1);
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Painter.set(level, new Point((room1.left + room1.right + 1)/2, entry.bottom+1), Terrain.CRYSTAL_DOOR);
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Painter.set(level, new Point((room2.left + room2.right)/2, entry.bottom+1), Terrain.CRYSTAL_DOOR);
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} else if (entrance.x == right){
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entry.set(right-2, top+1, right-1, bottom-1);
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Painter.drawLine(level, new Point(right-1, top+1), new Point(right-1, bottom-1), Terrain.EMPTY);
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room1.set(left+1, top+1, entry.left-2, center().y-1);
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room2.set(left+1, room1.bottom+2, entry.left-2, bottom-1);
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Painter.set(level, new Point(entry.left-1, (room1.top + room1.bottom + 1)/2), Terrain.CRYSTAL_DOOR);
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Painter.set(level, new Point(entry.left-1, (room2.top + room2.bottom)/2), Terrain.CRYSTAL_DOOR);
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} else if (entrance.y == bottom){
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entry.set(left+1, bottom-2, right-1, bottom-1);
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room1.set(left+1, top+1, center().x-1, entry.top-2);
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room2.set(room1.right+2, top+1, right-1, entry.top-2);
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Painter.set(level, new Point((room1.left + room1.right + 1)/2, entry.top-1), Terrain.CRYSTAL_DOOR);
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Painter.set(level, new Point((room2.left + room2.right)/2, entry.top-1), Terrain.CRYSTAL_DOOR);
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}
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Painter.fill(level, entry, Terrain.EMPTY);
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Painter.fill(level, room1, Terrain.EMPTY_SP);
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Painter.fill(level, room2, Terrain.EMPTY_SP);
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//TODO rewards
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level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
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entrance().set( Door.Type.LOCKED );
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level.addItemToSpawn( new IronKey( Dungeon.depth ) );
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}
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}
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@ -92,7 +92,7 @@ public abstract class SpecialRoom extends Room {
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//only one special that uses crystal keys per floor
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private static final ArrayList<Class<? extends SpecialRoom>> CRYSTAL_KEY_SPECIALS = new ArrayList<>( Arrays.asList(
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PitRoom.class, VaultRoom.class
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PitRoom.class, VaultRoom.class, CrystalDoorChoiceRoom.class
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) );
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public static ArrayList<Class<? extends Room>> runSpecials = new ArrayList<>();
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