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.mobs.npcs.RatKing;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
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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.weapon.missiles.MissileWeapon;
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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 RatKingPainter extends Painter {
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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.EMPTY_SP );
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Room.Door entrance = room.entrance();
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entrance.set( Room.Door.Type.HIDDEN );
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int door = entrance.x + entrance.y * Level.WIDTH;
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for (int i=room.left + 1; i < room.right; i++) {
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addChest( level, (room.top + 1) * Level.WIDTH + i, door );
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addChest( level, (room.bottom - 1) * Level.WIDTH + i, door );
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}
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for (int i=room.top + 2; i < room.bottom - 1; i++) {
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addChest( level, i * Level.WIDTH + room.left + 1, door );
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addChest( level, i * Level.WIDTH + room.right - 1, door );
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}
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RatKing king = new RatKing();
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king.pos = room.random( 1 );
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level.mobs.add( king );
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}
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private static void addChest( Level level, int pos, int door ) {
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if (pos == door - 1 ||
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pos == door + 1 ||
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pos == door - Level.WIDTH ||
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pos == door + Level.WIDTH) {
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return;
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}
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Item prize;
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switch (Random.Int( 10 )) {
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case 0:
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prize = Generator.random( Generator.Category.WEAPON );
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if (prize instanceof MissileWeapon) {
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prize.quantity( 1 );
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} else {
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prize.degrade( Random.Int( 3 ) );
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}
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break;
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case 1:
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prize = Generator.random( Generator.Category.ARMOR ).degrade( Random.Int( 3 ) );
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break;
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default:
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prize = new Gold( Random.IntRange( 1, 5 ) );
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break;
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}
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level.drop( prize, pos ).type = Heap.Type.CHEST;
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}
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}
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