v3.1.0: expanded standard rooms in the caves
This commit is contained in:
@@ -42,7 +42,7 @@ public class CavesPainter extends RegularPainter {
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for (Room r : rooms) {
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for (Room r : rooms) {
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for (Room n : r.neigbours) {
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for (Room n : r.neigbours) {
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if (!r.connected.containsKey( n )) {
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if (!r.connected.containsKey( n )) {
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mergeRooms(level, r, n, null, Terrain.CHASM);
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mergeRooms(level, r, n, null, Random.Int(3) == 0 ? Terrain.REGION_DECO : Terrain.CHASM);
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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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@@ -59,10 +59,11 @@ public class CavesPainter extends RegularPainter {
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int s = room.square();
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int s = room.square();
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//for each corner, we have a chance to fill based on room size
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//for each corner, we have a chance to fill based on room size
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//but not if filling that corner blocks a connection or places a visible trap next to a wall
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//but not if filling that corner replaces solid terrain, blocks a connection, or places a visible trap next to a wall
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if (Random.Int( s ) > 8) {
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if (Random.Int( s ) > 8) {
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int corner = (room.left + 1) + (room.top + 1) * w;
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int corner = (room.left + 1) + (room.top + 1) * w;
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if (map[corner-1] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner-1))
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if ((Terrain.flags[map[corner]] & Terrain.SOLID) == 0
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&& map[corner-1] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner-1))
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&& map[corner-w] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner-w))
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&& map[corner-w] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner-w))
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&& map[corner+1] != Terrain.TRAP && map[corner+w] != Terrain.TRAP) {
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&& map[corner+1] != Terrain.TRAP && map[corner+w] != Terrain.TRAP) {
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map[corner] = Terrain.WALL;
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map[corner] = Terrain.WALL;
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@@ -72,7 +73,8 @@ public class CavesPainter extends RegularPainter {
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if (Random.Int( s ) > 8) {
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if (Random.Int( s ) > 8) {
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int corner = (room.right - 1) + (room.top + 1) * w;
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int corner = (room.right - 1) + (room.top + 1) * w;
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if (map[corner+1] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner+1))
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if ((Terrain.flags[map[corner]] & Terrain.SOLID) == 0
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&& map[corner+1] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner+1))
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&& map[corner-w] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner-w))
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&& map[corner-w] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner-w))
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&& map[corner-1] != Terrain.TRAP && map[corner+w] != Terrain.TRAP) {
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&& map[corner-1] != Terrain.TRAP && map[corner+w] != Terrain.TRAP) {
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map[corner] = Terrain.WALL;
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map[corner] = Terrain.WALL;
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@@ -82,7 +84,8 @@ public class CavesPainter extends RegularPainter {
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if (Random.Int( s ) > 8) {
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if (Random.Int( s ) > 8) {
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int corner = (room.left + 1) + (room.bottom - 1) * w;
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int corner = (room.left + 1) + (room.bottom - 1) * w;
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if (map[corner-1] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner-1))
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if ((Terrain.flags[map[corner]] & Terrain.SOLID) == 0
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&& map[corner-1] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner-1))
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&& map[corner+w] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner+w))
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&& map[corner+w] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner+w))
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&& map[corner+1] != Terrain.TRAP && map[corner-w] != Terrain.TRAP) {
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&& map[corner+1] != Terrain.TRAP && map[corner-w] != Terrain.TRAP) {
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map[corner] = Terrain.WALL;
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map[corner] = Terrain.WALL;
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@@ -92,7 +95,8 @@ public class CavesPainter extends RegularPainter {
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if (Random.Int( s ) > 8) {
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if (Random.Int( s ) > 8) {
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int corner = (room.right - 1) + (room.bottom - 1) * w;
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int corner = (room.right - 1) + (room.bottom - 1) * w;
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if (map[corner+1] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner+1))
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if ((Terrain.flags[map[corner]] & Terrain.SOLID) == 0
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&& map[corner+1] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner+1))
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&& map[corner+w] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner+w))
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&& map[corner+w] == Terrain.WALL && !room.connected.containsValue(level.cellToPoint(corner+w))
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&& map[corner-1] != Terrain.TRAP && map[corner-w] != Terrain.TRAP) {
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&& map[corner-1] != Terrain.TRAP && map[corner-w] != Terrain.TRAP) {
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map[corner] = Terrain.WALL;
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map[corner] = Terrain.WALL;
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@@ -24,6 +24,8 @@ 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.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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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.painters.Painter;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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public class CirclePitRoom extends StandardRoom {
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public class CirclePitRoom extends StandardRoom {
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@@ -58,5 +60,47 @@ public class CirclePitRoom extends StandardRoom {
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}
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}
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Painter.fillEllipse( level, this, 3 , Terrain.CHASM );
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Painter.fillEllipse( level, this, 3 , Terrain.CHASM );
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//50/100% chance based on size
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if (sizeCat != SizeCategory.NORMAL && Random.Int(4-sizeFactor()) == 0) {
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while (true){
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//draw line from center (plus or minus one in each DIR) to side
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Point center = center();
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center.x += Random.IntRange(-1, 1);
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center.y += Random.IntRange(-1, 1);
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Point edge = new Point(center);
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switch (Random.Int(4)){
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case 0:
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edge.x = left;
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break;
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case 1:
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edge.y = top;
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break;
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case 2:
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edge.x = right;
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break;
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case 3:
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edge.y = bottom;
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break;
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}
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boolean valid = true;
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for (Point door : connected.values()){
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if (door.equals(edge)){
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valid = false;
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}
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}
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if (valid) {
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Painter.drawLine(level, edge, center, Terrain.REGION_DECO_SP);
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Painter.drawInside(level, this, edge, 1, Terrain.EMPTY_SP);
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Painter.set(level, edge, Terrain.WALL);
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//TODO pick a random cell to make empty_sp?
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}
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break;
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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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@@ -0,0 +1,46 @@
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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) 2014-2025 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.Terrain;
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//doesn't look much like a bridge, but can easily use it internally
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public class CustomDecoBridgeRoom extends StandardBridgeRoom {
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//can be large because the line breaks the space up
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public float[] sizeCatProbs(){
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return new float[]{2, 1, 0};
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}
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protected int maxBridgeWidth( int roomDimension ) {
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return 1;
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}
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protected int spaceTile(){
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return Terrain.REGION_DECO_SP;
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}
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@Override
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protected int bridgeTile() {
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return Terrain.EMPTY_SP;
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}
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}
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@@ -140,7 +140,7 @@ public abstract class StandardRoom extends Room {
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rooms.add(CavesFissureRoom.class);
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rooms.add(CavesFissureRoom.class);
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rooms.add(CirclePitRoom.class);
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rooms.add(CirclePitRoom.class);
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rooms.add(CircleWallRoom.class);
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rooms.add(CircleWallRoom.class);
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rooms.add(EmptyRoom.class);
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rooms.add(CustomDecoBridgeRoom.class);
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rooms.add(HallwayRoom.class);
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rooms.add(HallwayRoom.class);
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rooms.add(StatuesRoom.class);
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rooms.add(StatuesRoom.class);
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@@ -177,7 +177,7 @@ public abstract class StandardRoom extends Room {
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chances[6] = new float[]{0,5,0, 0,0,0,0,0, 10,10,10,5,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[6] = new float[]{0,5,0, 0,0,0,0,0, 10,10,10,5,0, 0,0,0,0,0, 0,0,0,0,0, 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[10] = chances[9] = chances[8] = chances[7] = chances[6];
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chances[11] = new float[]{0,5,0, 0,0,0,0,0, 0,0,0,0,0, 15,10,5,5,0, 0,0,0,0,0, 0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[11] = new float[]{0,5,0, 0,0,0,0,0, 0,0,0,0,0, 15,5,5,5,5, 0,0,0,0,0, 0,0,0,0,0, 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[15] = chances[14] = chances[13] = chances[12] = chances[11];
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chances[16] = new float[]{0,0,5, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 10,10,10,5,0, 0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1};
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chances[16] = new float[]{0,0,5, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 10,10,10,5,0, 0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1};
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@@ -32,6 +32,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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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.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.StandardRoom;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.StandardRoom;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.exit.CircleWallEntranceRoom;
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import com.watabou.utils.Point;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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import com.watabou.utils.Random;
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import com.watabou.utils.Reflection;
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import com.watabou.utils.Reflection;
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@@ -143,7 +144,7 @@ public class EntranceRoom extends StandardRoom {
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rooms.add(CaveEntranceRoom.class);
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rooms.add(CaveEntranceRoom.class);
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rooms.add(CavesFissureEntranceRoom.class);
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rooms.add(CavesFissureEntranceRoom.class);
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rooms.add(EntranceRoom.class); //TODO
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rooms.add(CircleWallEntranceRoom.class);
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rooms.add(HallwayEntranceRoom.class);
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rooms.add(HallwayEntranceRoom.class);
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rooms.add(StatuesEntranceRoom.class);
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rooms.add(StatuesEntranceRoom.class);
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@@ -165,7 +166,7 @@ public class EntranceRoom extends StandardRoom {
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chances[6] = new float[]{0,2,0, 0,0,0, 4,4,0, 0,0,0, 0,0,0, 0,0,0};
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chances[6] = new float[]{0,2,0, 0,0,0, 4,4,0, 0,0,0, 0,0,0, 0,0,0};
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chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
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chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
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chances[11] = new float[]{0,2,0, 0,0,0, 0,0,0, 4,4,0, 0,0,0, 0,0,0};
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chances[11] = new float[]{0,3,0, 0,0,0, 0,0,0, 3,2,2, 0,0,0, 0,0,0};
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chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
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chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
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chances[16] = new float[]{0,0,2, 0,0,0, 0,0,0, 0,0,0, 4,4,0, 0,0,0};
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chances[16] = new float[]{0,0,2, 0,0,0, 0,0,0, 0,0,0, 4,4,0, 0,0,0};
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@@ -0,0 +1,86 @@
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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
|
||||||
|
* Copyright (C) 2014-2025 Evan Debenham
|
||||||
|
*
|
||||||
|
* This program is free software: you can redistribute it and/or modify
|
||||||
|
* it under the terms of the GNU General Public License as published by
|
||||||
|
* the Free Software Foundation, either version 3 of the License, or
|
||||||
|
* (at your option) any later version.
|
||||||
|
*
|
||||||
|
* This program is distributed in the hope that it will be useful,
|
||||||
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
* GNU General Public License for more details.
|
||||||
|
*
|
||||||
|
* You should have received a copy of the GNU General Public License
|
||||||
|
* 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.exit;
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|
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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.features.LevelTransition;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.CircleWallRoom;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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public class CircleWallEntranceRoom extends CircleWallRoom {
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@Override
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public int minWidth() {
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return Math.max(super.minWidth(), 11);
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}
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@Override
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public int minHeight() {
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return Math.max(super.minHeight(), 11);
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}
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@Override
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public float[] sizeCatProbs() {
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return new float[]{0, 1, 0};
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}
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@Override
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public boolean isEntrance() {
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return true;
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}
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@Override
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public void paint(Level level) {
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super.paint(level);
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Point p = center();
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|
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int cell = level.pointToCell(p);
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for (int i : PathFinder.NEIGHBOURS8){
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if (level.map[cell+2*i] == Terrain.WALL){
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Painter.set(level, cell+i, Terrain.EMPTY);
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}
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}
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Painter.set(level, p, Terrain.ENTRANCE);
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level.transitions.add(new LevelTransition(level, level.pointToCell(p), LevelTransition.Type.REGULAR_ENTRANCE));
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|
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int xDir = 0, yDir = 0;
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||||||
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if (Random.Int(2) == 0) {
|
||||||
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xDir = Random.Int(2) == 0 ? 1 : -1;
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} else {
|
||||||
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yDir = Random.Int(2) == 0 ? 1 : -1;
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||||||
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}
|
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|
||||||
|
p.x += 2*xDir;
|
||||||
|
p.y += 2*yDir;
|
||||||
|
|
||||||
|
while (level.map[level.pointToCell(p)] == Terrain.WALL){
|
||||||
|
Painter.set(level, p, Terrain.EMPTY);
|
||||||
|
p.x += xDir;
|
||||||
|
p.y += yDir;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,87 @@
|
|||||||
|
/*
|
||||||
|
* Pixel Dungeon
|
||||||
|
* Copyright (C) 2012-2015 Oleg Dolya
|
||||||
|
*
|
||||||
|
* Shattered Pixel Dungeon
|
||||||
|
* Copyright (C) 2014-2025 Evan Debenham
|
||||||
|
*
|
||||||
|
* This program is free software: you can redistribute it and/or modify
|
||||||
|
* it under the terms of the GNU General Public License as published by
|
||||||
|
* the Free Software Foundation, either version 3 of the License, or
|
||||||
|
* (at your option) any later version.
|
||||||
|
*
|
||||||
|
* This program is distributed in the hope that it will be useful,
|
||||||
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
* GNU General Public License for more details.
|
||||||
|
*
|
||||||
|
* You should have received a copy of the GNU General Public License
|
||||||
|
* along with this program. If not, see <http://www.gnu.org/licenses/>
|
||||||
|
*/
|
||||||
|
|
||||||
|
package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.exit;
|
||||||
|
|
||||||
|
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
|
||||||
|
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
|
||||||
|
import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
|
||||||
|
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
|
||||||
|
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.CircleWallRoom;
|
||||||
|
import com.watabou.utils.PathFinder;
|
||||||
|
import com.watabou.utils.Point;
|
||||||
|
import com.watabou.utils.Random;
|
||||||
|
|
||||||
|
public class CircleWallExitRoom extends CircleWallRoom {
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public int minWidth() {
|
||||||
|
return Math.max(super.minWidth(), 11);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public int minHeight() {
|
||||||
|
return Math.max(super.minHeight(), 11);
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public float[] sizeCatProbs() {
|
||||||
|
return new float[]{0, 1, 0};
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public boolean isExit() {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public void paint(Level level) {
|
||||||
|
super.paint(level);
|
||||||
|
|
||||||
|
Point p = center();
|
||||||
|
|
||||||
|
int cell = level.pointToCell(p);
|
||||||
|
for (int i : PathFinder.NEIGHBOURS8){
|
||||||
|
if (level.map[cell+2*i] == Terrain.WALL){
|
||||||
|
Painter.set(level, cell+i, Terrain.EMPTY);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Painter.set(level, p, Terrain.EXIT);
|
||||||
|
level.transitions.add(new LevelTransition(level, level.pointToCell(p), LevelTransition.Type.REGULAR_EXIT));
|
||||||
|
|
||||||
|
int xDir = 0, yDir = 0;
|
||||||
|
if (Random.Int(2) == 0) {
|
||||||
|
xDir = Random.Int(2) == 0 ? 1 : -1;
|
||||||
|
} else {
|
||||||
|
yDir = Random.Int(2) == 0 ? 1 : -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
p.x += 2*xDir;
|
||||||
|
p.y += 2*yDir;
|
||||||
|
|
||||||
|
while (level.map[level.pointToCell(p)] == Terrain.WALL){
|
||||||
|
Painter.set(level, p, Terrain.EMPTY);
|
||||||
|
p.x += xDir;
|
||||||
|
p.y += yDir;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -86,7 +86,7 @@ public class ExitRoom extends StandardRoom {
|
|||||||
|
|
||||||
rooms.add(CaveExitRoom.class);
|
rooms.add(CaveExitRoom.class);
|
||||||
rooms.add(CavesFissureExitRoom.class);
|
rooms.add(CavesFissureExitRoom.class);
|
||||||
rooms.add(ExitRoom.class); //todo
|
rooms.add(CircleWallExitRoom.class);
|
||||||
|
|
||||||
rooms.add(HallwayExitRoom.class);
|
rooms.add(HallwayExitRoom.class);
|
||||||
rooms.add(StatuesExitRoom.class);
|
rooms.add(StatuesExitRoom.class);
|
||||||
@@ -107,7 +107,7 @@ public class ExitRoom extends StandardRoom {
|
|||||||
chances[6] = new float[]{0,2,0, 0,0,0, 4,4,0, 0,0,0, 0,0,0, 0,0,0};
|
chances[6] = new float[]{0,2,0, 0,0,0, 4,4,0, 0,0,0, 0,0,0, 0,0,0};
|
||||||
chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
|
chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
|
||||||
|
|
||||||
chances[11] = new float[]{0,2,0, 0,0,0, 0,0,0, 4,4,0, 0,0,0, 0,0,0};
|
chances[11] = new float[]{0,2,0, 0,0,0, 0,0,0, 3,3,2, 0,0,0, 0,0,0};
|
||||||
chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
|
chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
|
||||||
|
|
||||||
chances[16] = new float[]{0,0,2, 0,0,0, 0,0,0, 0,0,0, 4,4,0, 0,0,0};
|
chances[16] = new float[]{0,0,2, 0,0,0, 0,0,0, 0,0,0, 4,4,0, 0,0,0};
|
||||||
|
|||||||
Reference in New Issue
Block a user