v1.2.0: fixed crystal path rooms putting their own keys in themselves

This commit is contained in:
Evan Debenham 2022-03-17 10:58:52 -04:00
parent 7446460625
commit c65adf30ac

View File

@ -111,10 +111,6 @@ public class CrystalPathRoom extends SpecialRoom {
door.y += center.y;
}
level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
//figure out room order for loot, and start generating it!
int idx = 0;
for (int i = 0; i < rooms.length; i++){
@ -169,6 +165,10 @@ public class CrystalPathRoom extends SpecialRoom {
}
}
level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
level.addItemToSpawn( new CrystalKey( Dungeon.depth ) );
entrance().set( Door.Type.LOCKED );
level.addItemToSpawn( new IronKey( Dungeon.depth ) );