v3.1.0: fixed wandmaker sometimes spawning in doors in new prison entrs
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+5
-5
@@ -53,7 +53,7 @@ import com.shatteredpixel.shatteredpixeldungeon.windows.WndWandmaker;
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import com.watabou.noosa.Game;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.Callback;
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import com.watabou.utils.Point;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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@@ -305,11 +305,11 @@ public class Wandmaker extends NPC {
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do {
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validPos = true;
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npc.pos = level.pointToCell(room.random((room.width() > 6 && room.height() > 6) ? 2 : 1));
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if (npc.pos == level.entrance()){
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if (npc.pos == level.entrance() || level.solid[npc.pos]){
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validPos = false;
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}
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for (Point door : room.connected.values()){
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if (level.trueDistance( npc.pos, level.pointToCell( door ) ) <= 1){
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for (int i : PathFinder.NEIGHBOURS4){
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if (level.map[npc.pos+i] == Terrain.DOOR){
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validPos = false;
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}
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}
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@@ -345,7 +345,7 @@ public class Wandmaker extends NPC {
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public static ArrayList<Room> spawnRoom( ArrayList<Room> rooms) {
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questRoomSpawned = false;
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if (!spawned && (type != 0 || (Dungeon.depth > 6 && Random.Int( 10 - Dungeon.depth ) == 0))) {
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if (!spawned && (type != 0 || (Dungeon.depth == 7))) {
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// decide between 1,2, or 3 for quest type.
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if (type == 0) type = Random.Int(3)+1;
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