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.Dungeon;
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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.keys.IronKey;
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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 TreasuryPainter 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 );
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set( level, room.center(), Terrain.STATUE );
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Heap.Type heapType = Random.Int( 2 ) == 0 ? Heap.Type.CHEST : Heap.Type.HEAP;
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int n = Random.IntRange( 2, 3 );
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for (int i=0; i < n; i++) {
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int pos;
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do {
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pos = room.random();
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} while (level.map[pos] != Terrain.EMPTY || level.heaps.get( pos ) != null);
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level.drop( new Gold().random(), pos ).type = heapType;
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}
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if (heapType == Heap.Type.HEAP) {
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for (int i=0; i < 6; i++) {
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int pos;
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do {
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pos = room.random();
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} while (level.map[pos] != Terrain.EMPTY);
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level.drop( new Gold( Random.IntRange( 1, 3 ) ), pos );
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}
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}
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room.entrance().set( Room.Door.Type.LOCKED );
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level.addItemToSpawn( new IronKey( Dungeon.depth ) );
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}
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}
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