v2.2.0: slightly improved mining level secret generation

This commit is contained in:
Evan Debenham
2023-09-25 11:14:04 -04:00
parent 5ba584da58
commit 341a2134ed
2 changed files with 17 additions and 6 deletions

View File

@@ -49,6 +49,16 @@ public class MiningLevelPainter extends CavesPainter {
@Override
protected void generateGold(Level level, ArrayList<Room> rooms) {
//replace all hidden doors with wall
// we do this here so that levels can still know where hidden passages are until the end
// but said passages can also sometimes have gold in them
for (int i = 0; i < level.length(); i++) {
if (level.map[i] == Terrain.SECRET_DOOR) {
level.map[i] = Terrain.WALL;
}
}
//we start by counting all the gold purposefully made by rooms
for (int i = 0; i < level.length(); i++){
if (level.map[i] == Terrain.WALL_DECO) {
@@ -112,8 +122,7 @@ public class MiningLevelPainter extends CavesPainter {
float hiddenDoorChance = 0.90f;
//hidden doors become wall tiles
//(maybe sometimes become gold ore?)
//hidden doors become wall tiles a bit later in painting
//everything else becomes empty
for (Room r : rooms) {
for (Room n : r.connected.keySet()) {
@@ -122,7 +131,7 @@ public class MiningLevelPainter extends CavesPainter {
int door = d.x + d.y * l.width();
if (d.type == Room.Door.Type.HIDDEN){
l.map[door] = Terrain.WALL;
l.map[door] = Terrain.SECRET_DOOR;
} else {
//some of these are randomly hidden, using the same rules as regular levels
if (Random.Float() < hiddenDoorChance) {

View File

@@ -48,11 +48,13 @@ public class MineSecretRoom extends SecretRoom {
entrance().set( Door.Type.HIDDEN );
int goldAmount = Random.NormalIntRange(4, 7);
//TODO maybe add per-quest decorations here?
int goldAmount = Random.NormalIntRange(3, 5);
for (int i = 0; i < goldAmount; i++){
int cell;
do {
cell = level.pointToCell(random(1));
} while (level.map[cell] == Terrain.WALL_DECO);
Painter.set(level, random(1), Terrain.WALL_DECO);
}