v2.2.0: improved the consistency of gold from secret mine rooms

This commit is contained in:
Evan Debenham
2023-08-17 11:59:10 -04:00
parent c7d71180e6
commit 49df81d883
@@ -25,16 +25,15 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter; import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.secret.SecretRoom; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.secret.SecretRoom;
import com.watabou.utils.Random;
public class MineSecretRoom extends SecretRoom { public class MineSecretRoom extends SecretRoom {
@Override @Override
public int minWidth() { return 6; } public int maxWidth() { return 7; }
@Override @Override
public int minHeight() { public int maxHeight() { return 7; }
return 6;
}
@Override @Override
public void paint(Level level) { public void paint(Level level) {
@@ -43,8 +42,13 @@ public class MineSecretRoom extends SecretRoom {
entrance().set( Door.Type.HIDDEN ); entrance().set( Door.Type.HIDDEN );
//TODO refine this int goldAmount = Random.NormalIntRange(4, 7);
Painter.fill( level, this, 2, Terrain.WALL_DECO );
Painter.fill( level, this, 3, Terrain.WALL ); //TODO maybe add per-quest decorations here?
for (int i = 0; i < goldAmount; i++){
Painter.set(level, random(1), Terrain.WALL_DECO);
}
} }
} }