v2.4.0: made enemy spawn logic near entrances a bit more strict
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@@ -77,7 +77,9 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.traps.PitfallTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.WornDartTrap;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster;
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import com.watabou.utils.BArray;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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@@ -226,9 +228,12 @@ public abstract class RegularLevel extends Level {
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Random.shuffle(stdRooms);
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Iterator<Room> stdRoomIter = stdRooms.iterator();
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//enemies cannot be within an 8-tile FOV of the entrance
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// or a 6-tile open space distance from the entrance
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boolean[] entranceFOV = new boolean[length()];
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Point c = cellToPoint(entrance());
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ShadowCaster.castShadow(c.x, c.y, width(), entranceFOV, losBlocking, 8);
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ShadowCaster.castShadow(c.x, c.y, width(), entranceFOV, losBlocking, 6);
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PathFinder.buildDistanceMap(entrance(), BArray.not(solid, null), 8);
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while (mobsToSpawn > 0) {
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Mob mob = createMob();
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@@ -244,7 +249,7 @@ public abstract class RegularLevel extends Level {
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mob.pos = pointToCell(roomToSpawn.random());
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tries--;
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} while (tries >= 0 && (findMob(mob.pos) != null
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|| entranceFOV[mob.pos] || (roomToSpawn.isEntrance() && distance(entrance(), mob.pos) <= 5)
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|| entranceFOV[mob.pos] || PathFinder.distance[mob.pos] != Integer.MAX_VALUE
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|| !passable[mob.pos]
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|| solid[mob.pos]
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|| !roomToSpawn.canPlaceCharacter(cellToPoint(mob.pos), this)
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@@ -265,7 +270,7 @@ public abstract class RegularLevel extends Level {
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mob.pos = pointToCell(roomToSpawn.random());
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tries--;
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} while (tries >= 0 && (findMob(mob.pos) != null
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|| entranceFOV[mob.pos] || (roomToSpawn.isEntrance() && distance(entrance(), mob.pos) <= 5)
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|| entranceFOV[mob.pos] || PathFinder.distance[mob.pos] != Integer.MAX_VALUE
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|| !passable[mob.pos]
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|| solid[mob.pos]
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|| !roomToSpawn.canPlaceCharacter(cellToPoint(mob.pos), this)
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