v3.3.0: adjusted mine quest gold balancing:

- levels now always spawn with 2 secrets
- gold in secret rooms up to 4-5 from 3-5
- total gold up to 45-47 from 42-46
- effectively, players now always needs to find 1 of 2 secrets to get 40 gold, whereas before it could be 0, 1 of 1 or rarely 2 of 2
This commit is contained in:
Evan Debenham
2025-10-07 11:15:59 -04:00
parent fa3d5c861f
commit 5e654e607e
2 changed files with 5 additions and 5 deletions

View File

@@ -92,7 +92,7 @@ public class MiningLevel extends CavesLevel {
ArrayList<Room> initRooms = new ArrayList<>(); ArrayList<Room> initRooms = new ArrayList<>();
initRooms.add ( roomEntrance = new MineEntrance()); initRooms.add ( roomEntrance = new MineEntrance());
//spawns 1 giant, 3 large, 6-8 small, and 1-2 secret cave rooms //spawns 1 giant, 3 large, 6-8 small, and 2 secret cave rooms
StandardRoom s; StandardRoom s;
s = new MineGiantRoom(); s = new MineGiantRoom();
s.setSizeCat(); s.setSizeCat();
@@ -112,7 +112,7 @@ public class MiningLevel extends CavesLevel {
initRooms.add(s); initRooms.add(s);
} }
rooms = Random.NormalIntRange(1, 2); rooms = 2;
for (int i = 0; i < rooms; i++){ for (int i = 0; i < rooms; i++){
initRooms.add(new MineSecretRoom()); initRooms.add(new MineSecretRoom());
} }
@@ -144,7 +144,7 @@ public class MiningLevel extends CavesLevel {
@Override @Override
protected Painter painter() { protected Painter painter() {
return new MiningLevelPainter() return new MiningLevelPainter()
.setGold(Random.NormalIntRange(42, 46)) .setGold(Random.NormalIntRange(45, 47))
.setWater(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.1f : 0.35f, 6) .setWater(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.1f : 0.35f, 6)
.setGrass(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.65f : 0.10f, 3); .setGrass(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.65f : 0.10f, 3);
} }

View File

@@ -48,7 +48,7 @@ public class MineSecretRoom extends SecretRoom {
Painter.fill(level, this, 1, Terrain.MINE_CRYSTAL); Painter.fill(level, this, 1, Terrain.MINE_CRYSTAL);
} else if (Blacksmith.Quest.Type() == Blacksmith.Quest.GNOLL) { } else if (Blacksmith.Quest.Type() == Blacksmith.Quest.GNOLL) {
Painter.fill( level, this, 1, Terrain.EMPTY_SP ); Painter.fill( level, this, 1, Terrain.EMPTY_SP );
level.drop(new DarkGold().quantity(Random.NormalIntRange(3, 5)), level.pointToCell(center())).type = Heap.Type.CHEST; level.drop(new DarkGold().quantity(Random.NormalIntRange(4, 5)), level.pointToCell(center())).type = Heap.Type.CHEST;
return; return;
} else if (Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI) { } else if (Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI) {
Painter.fill(level, this, 1, Terrain.HIGH_GRASS); Painter.fill(level, this, 1, Terrain.HIGH_GRASS);
@@ -59,7 +59,7 @@ public class MineSecretRoom extends SecretRoom {
Painter.fill(level, this, 1, Terrain.EMPTY); Painter.fill(level, this, 1, Terrain.EMPTY);
} }
int goldAmount = Random.NormalIntRange(3, 5); int goldAmount = Random.NormalIntRange(4, 5);
for (int i = 0; i < goldAmount; i++){ for (int i = 0; i < goldAmount; i++){
int cell; int cell;