v0.3.0c: trap refactor pt2, traps completely changed to work based on instantiable trap objects instead of terrain types
This makes the trap system far more extendable.
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@@ -127,9 +127,10 @@ public class CavesBossLevel extends Level {
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ROOM_RIGHT - ROOM_LEFT + 3, ROOM_BOTTOM - ROOM_TOP + 3, Terrain.WALL );
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Painter.fill( this, ROOM_LEFT, ROOM_TOP + 1,
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ROOM_RIGHT - ROOM_LEFT + 1, ROOM_BOTTOM - ROOM_TOP, Terrain.EMPTY );
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//TODO Trap refactor
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Painter.fill( this, ROOM_LEFT, ROOM_TOP,
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ROOM_RIGHT - ROOM_LEFT + 1, 1, Terrain.TOXIC_TRAP );
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ROOM_RIGHT - ROOM_LEFT + 1, 1, Terrain.INACTIVE_TRAP );
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arenaDoor = Random.Int( ROOM_LEFT, ROOM_RIGHT ) + (ROOM_BOTTOM + 1) * WIDTH;
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map[arenaDoor] = Terrain.DOOR;
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