v0.9.1: added a new circular basin room to the sewers
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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) 2014-2020 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.watabou.utils.Point;
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import com.watabou.utils.Rect;
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public class CircleBasinRoom extends PatchRoom {
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{
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joinable = false;
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}
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@Override
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public int minWidth() { return sizeCat.minDim+1; }
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public int minHeight() {
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return sizeCat.minDim+1;
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}
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@Override
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public float[] sizeCatProbs() {
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return new float[]{0, 3, 1};
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}
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//cannot roll even numbers
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@Override
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public Rect resize(int w, int h) {
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super.resize(w, h);
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if (width() % 2 == 0) right--;
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if (height() % 2 == 0) bottom--;
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return this;
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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.fillEllipse( 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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if (door.x == left || door.x == right){
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Painter.drawInside(level, this, door, width()/2, Terrain.EMPTY);
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} else {
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Painter.drawInside(level, this, door, height()/2, Terrain.EMPTY);
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}
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}
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Painter.fillEllipse( level, this, 3 , Terrain.CHASM );
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Point start = new Point(left + width()/2, top + 3);
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Point end = new Point(left + width()/2, bottom - 3);
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Painter.drawLine(level, start, end, Terrain.EMPTY_SP);
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start.set(left+3, top + height()/2);
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end.set(right-3, top + height()/2);
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Painter.drawLine(level, start, end, Terrain.EMPTY_SP);
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if (width() > 11 || height() > 11){
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Point center = center();
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Painter.fill( level, center.x-1, center.y-1, 3, 3, Terrain.EMPTY_SP );
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Painter.set( level, center, Terrain.WALL );
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}
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setupPatch(level, 0.5f, 5, true);
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for (int i = top + 1; i < bottom; i++) {
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for (int j = left + 1; j < right; j++) {
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int cell = i * level.width() + j;
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if (level.map[cell] == Terrain.EMPTY && patch[xyToPatchCoords(j, i)]) {
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level.map[cell] = Terrain.WATER;
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if (level.map[cell-level.width()] == Terrain.WALL){
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level.map[cell-level.width()] = Terrain.WALL_DECO;
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}
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}
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}
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}
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}
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}
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@ -110,6 +110,7 @@ public abstract class StandardRoom extends Room {
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rooms.add(SewerPipeRoom.class);
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rooms.add(RingRoom.class);
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rooms.add(CircleBasinRoom.class);
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rooms.add(SegmentedRoom.class);
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rooms.add(StatuesRoom.class);
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@ -138,21 +139,21 @@ public abstract class StandardRoom extends Room {
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private static float[][] chances = new float[27][];
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static {
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chances[1] = new float[]{20, 15,5, 0,0, 0,0, 0,0, 0,0, 1,0,1,0,1,0,1,1,0,0};
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chances[2] = new float[]{20, 15,5, 0,0, 0,0, 0,0, 0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[1] = new float[]{15, 10,10,5, 0,0, 0,0, 0,0, 0,0, 1,0,1,0,1,0,1,1,0,0};
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chances[2] = new float[]{15, 10,10,5, 0,0, 0,0, 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[]{20, 15,5, 0,0, 0,0, 0,0, 0,0, 0,0,0,0,0,0,0,0,0,0};
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chances[6] = new float[]{20, 0,0, 15,5, 0,0, 0,0, 0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[5] = new float[]{15, 10,10,0, 0,0, 0,0, 0,0, 0,0, 0,0,0,0,0,0,0,0,0,0};
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chances[6] = new float[]{20, 0,0,0, 15,5, 0,0, 0,0, 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[]{20, 0,0, 0,0, 15,5, 0,0, 0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[11] = new float[]{20, 0,0,0, 0,0, 15,5, 0,0, 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[]{20, 0,0, 0,0, 0,0, 15,5, 0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[16] = new float[]{20, 0,0,0, 0,0, 0,0, 15,5, 0,0, 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] = new float[]{20, 0,0, 0,0, 0,0, 0,0, 15,5, 1,1,1,1,1,1,1,1,1,1};
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chances[21] = new float[]{20, 0,0,0, 0,0, 0,0, 0,0, 15,5, 1,1,1,1,1,1,1,1,1,1};
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chances[26] = chances[25] = chances[24] = chances[23] = chances[22] = chances[21];
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}
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