V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Piranha;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.PotionOfInvisibility;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.watabou.utils.Random;
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public class PoolPainter extends Painter {
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private static final int NPIRANHAS = 3;
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public static void paint( Level level, Room room ) {
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fill( level, room, Terrain.WALL );
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fill( level, room, 1, Terrain.WATER );
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Room.Door door = room.entrance();
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door.set( Room.Door.Type.REGULAR );
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int x = -1;
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int y = -1;
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if (door.x == room.left) {
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x = room.right - 1;
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y = room.top + room.height() / 2;
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} else if (door.x == room.right) {
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x = room.left + 1;
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y = room.top + room.height() / 2;
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} else if (door.y == room.top) {
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x = room.left + room.width() / 2;
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y = room.bottom - 1;
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} else if (door.y == room.bottom) {
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x = room.left + room.width() / 2;
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y = room.top + 1;
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}
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int pos = x + y * Level.WIDTH;
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level.drop( prize( level ), pos ).type =
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Random.Int( 3 ) == 0 ? Heap.Type.CHEST : Heap.Type.HEAP;
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set( level, pos, Terrain.PEDESTAL );
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level.addItemToSpawn( new PotionOfInvisibility() );
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for (int i=0; i < NPIRANHAS; i++) {
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Piranha piranha = new Piranha();
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do {
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piranha.pos = room.random();
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} while (level.map[piranha.pos] != Terrain.WATER|| Actor.findChar( piranha.pos ) != null);
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level.mobs.add( piranha );
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Actor.occupyCell( piranha );
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}
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}
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private static Item prize( Level level ) {
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Item prize = level.itemToSpanAsPrize();
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if (prize != null) {
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return prize;
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}
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prize = Generator.random( Random.oneOf(
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Generator.Category.WEAPON,
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Generator.Category.ARMOR
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) );
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for (int i=0; i < 4; i++) {
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Item another = Generator.random( Random.oneOf(
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Generator.Category.WEAPON,
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Generator.Category.ARMOR
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) );
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if (another.level > prize.level) {
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prize = another;
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}
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}
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return prize;
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}
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}
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