v0.6.2: adjusted secret chest and trap rooms
This commit is contained in:
+16
-8
@@ -33,16 +33,28 @@ import com.watabou.utils.Point;
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public class SecretChestChasmRoom extends SecretRoom {
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public class SecretChestChasmRoom extends SecretRoom {
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//width and height are controlled here so that this room always requires 2 levitation potions
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@Override
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@Override
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public int minWidth() {
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public int minWidth() {
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return 8;
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return 8;
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}
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}
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@Override
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public int maxWidth() {
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return 9;
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}
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@Override
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@Override
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public int minHeight() {
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public int minHeight() {
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return 8;
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return 8;
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}
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}
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@Override
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public int maxHeight() {
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return 9;
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}
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@Override
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@Override
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public void paint(Level level) {
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public void paint(Level level) {
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super.paint(level);
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super.paint(level);
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@@ -69,23 +81,19 @@ public class SecretChestChasmRoom extends SecretRoom {
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p = new Point(left+3, top+3);
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p = new Point(left+3, top+3);
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Painter.set(level, p, Terrain.EMPTY_SP);
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Painter.set(level, p, Terrain.EMPTY_SP);
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level.drop(Generator.random(Generator.Category.SCROLL),
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level.drop(Generator.random(), level.pointToCell(p)).type = Heap.Type.LOCKED_CHEST;
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level.pointToCell(p)).type = Heap.Type.LOCKED_CHEST;
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p.x = right-3;
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p.x = right-3;
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Painter.set(level, p, Terrain.EMPTY_SP);
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Painter.set(level, p, Terrain.EMPTY_SP);
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level.drop(Generator.random(Generator.Category.POTION),
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level.drop(Generator.random(), level.pointToCell(p)).type = Heap.Type.LOCKED_CHEST;
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level.pointToCell(p)).type = Heap.Type.LOCKED_CHEST;
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p.y = bottom-3;
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p.y = bottom-3;
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Painter.set(level, p, Terrain.EMPTY_SP);
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Painter.set(level, p, Terrain.EMPTY_SP);
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level.drop(Generator.random(Generator.Category.SCROLL),
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level.drop(Generator.random(), level.pointToCell(p)).type = Heap.Type.LOCKED_CHEST;
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level.pointToCell(p)).type = Heap.Type.LOCKED_CHEST;
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p.x = left+3;
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p.x = left+3;
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Painter.set(level, p, Terrain.EMPTY_SP);
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Painter.set(level, p, Terrain.EMPTY_SP);
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level.drop(Generator.random(Generator.Category.POTION),
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level.drop(Generator.random(), level.pointToCell(p)).type = Heap.Type.LOCKED_CHEST;
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level.pointToCell(p)).type = Heap.Type.LOCKED_CHEST;
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level.addItemToSpawn(new PotionOfLevitation());
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level.addItemToSpawn(new PotionOfLevitation());
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+2
-3
@@ -38,7 +38,6 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.traps.FlockTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.GrimTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.GrimTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.GrippingTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.GrippingTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.PoisonDartTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.PoisonDartTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SummoningTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.TeleportationTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.TeleportationTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.WarpingTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.WarpingTrap;
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@@ -52,9 +51,9 @@ public class TrapsRoom extends SpecialRoom {
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Painter.fill( level, this, Terrain.WALL );
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Painter.fill( level, this, Terrain.WALL );
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Class<? extends Trap> trapClass;
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Class<? extends Trap> trapClass;
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switch (Random.Int(5)){
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switch (Random.Int(4)){
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case 0:
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case 0:
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trapClass = !Dungeon.bossLevel(Dungeon.depth + 1)? null : SummoningTrap.class;
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trapClass = null;
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break;
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break;
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default:
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default:
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trapClass = Random.oneOf(levelTraps[Dungeon.depth/5]);
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trapClass = Random.oneOf(levelTraps[Dungeon.depth/5]);
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