v0.3.2: added in a painter for the mass grave room
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@ -108,6 +108,7 @@ public class Assets {
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public static final String WATER_HALLS = "water4.png";
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public static final String WEAK_FLOOR = "custom_tiles/weak_floor.png";
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public static final String PRISON_QUEST = "custom_tiles/prison_quests.png";
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public static final String BUFFS_SMALL = "buffs.png";
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public static final String BUFFS_LARGE = "large_buffs.png";
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@ -68,7 +68,12 @@ public class Room extends Rect implements Graph.Node, Bundlable {
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POOL ( PoolPainter.class ),
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RAT_KING ( RatKingPainter.class ),
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WEAK_FLOOR ( WeakFloorPainter.class ),
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PIT ( PitPainter.class );
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PIT ( PitPainter.class ),
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//prison quests
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MASS_GRAVE ( MassGravePainter.class ),
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ROT_GARDEN ( StandardPainter.class ),
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RITUAL_SITE ( StandardPainter.class );
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private Method paint;
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@ -0,0 +1,91 @@
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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) 2014-2015 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.painters;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Skeleton;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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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.items.potions.PotionOfLiquidFlame;
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import com.shatteredpixel.shatteredpixeldungeon.items.quest.CorpseDust;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.ui.CustomTileVisual;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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public class MassGravePainter extends Painter {
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public static void paint( Level level, Room room){
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Room.Door entrance = room.entrance();
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entrance.set(Room.Door.Type.BARRICADE);
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level.addItemToSpawn(new PotionOfLiquidFlame());
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fill(level, room, Terrain.WALL);
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fill(level, room, 1, Terrain.EMPTY_SP);
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level.customTiles.addAll(Bones.CustomTilesForRoom(room, Bones.class));
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//50% 1 skeleton, 50% 2 skeletons
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for (int i = 0; i <= Random.Int(2); i++){
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Skeleton skele = new Skeleton();
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int pos;
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do {
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pos = room.random();
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} while (level.map[pos] != Terrain.EMPTY_SP);
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skele.pos = pos;
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level.mobs.add( skele );
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}
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ArrayList<Item> items = new ArrayList<>();
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//100% corpse dust, 2x100% 1 coin, 2x30% coins, 1x60% random item, 1x30% armor
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items.add(new CorpseDust());
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items.add(new Gold(1));
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items.add(new Gold(1));
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if (Random.Float() <= 0.3f) items.add(new Gold());
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if (Random.Float() <= 0.3f) items.add(new Gold());
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if (Random.Float() <= 0.6f) items.add(Generator.random());
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if (Random.Float() <= 0.3f) items.add(Generator.randomArmor());
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for (Item item : items){
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int pos;
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do {
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pos = room.random();
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} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get(pos) != null);
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Heap h = level.drop(item, pos);
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h.type = Heap.Type.SKELETON;
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}
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}
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public static class Bones extends CustomTileVisual {
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{
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tx = Assets.PRISON_QUEST;
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txX = 3;
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txY = 0;
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}
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}
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}
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