v3.3.5: added two more rooms for tester vault enemies to appear in

v3.3.5: fixed an exploit where quitting would cancel fury partway
This commit is contained in:
Evan Debenham
2026-02-04 17:39:12 -05:00
parent 73ce3a9dab
commit cd7ed99ac0
5 changed files with 161 additions and 3 deletions

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@@ -256,7 +256,18 @@ public class Random {
public synchronized static<T> void shuffle( List<?extends T> list){
Collections.shuffle(list, generators.peek());
}
public static void shuffle( int[] array ) {
for (int i=0; i < array.length - 1; i++) {
int j = Int( i, array.length );
if (j != i) {
int t = array[i];
array[i] = array[j];
array[j] = t;
}
}
}
public static<T> void shuffle( T[] array ) {
for (int i=0; i < array.length - 1; i++) {
int j = Int( i, array.length );

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@@ -1790,7 +1790,7 @@ actors.mobs.tormentedspirit.name=tormented spirit
actors.mobs.tormentedspirit.desc=Tormented spirits are otherwise good-natured spirits that have been afflicted by a curse. So long as they are cursed they will attack just like a wraith, and are more powerful as well!\n\nIt may be possible to cleanse the curse by using the right item while next to the spirit. If the curse is lifted the spirit will surely be grateful...
actors.mobs.tormentedspirit.thank_you=Thank you...
actors.mobs.vaultrat.desc=This rat has some behaviour changes to test out new vault enemy AI:\n_-_ Its movement can be 'heard' through walls\n_-_ It will wander along a pre-set patrol\n_-_ While wandering it has sharply reduced detection range behind the direction it moves in.\n_-_While sleeping its detection range is also reduced\n_-_ When it detects you it will 'investigate' before swapping to hunting. Investigating enemies move toward you but don't attack and are easier to lose behind doors and corners.
actors.mobs.vaultrat.desc=This rat has some behaviour changes to test out new vault enemy AI:\n_-_ Its movement can be 'heard' through walls\n_-_ It will wander along a pre-set patrol\n_-_ While wandering it has sharply reduced detection range behind the direction it moves in.\n_-_ While sleeping its detection range is also reduced\n_-_ When it detects you it will 'investigate' before swapping to hunting. Investigating enemies move toward you but don't attack and are easier to lose behind doors and corners.
actors.mobs.warlock.name=dwarf warlock
actors.mobs.warlock.bolt_kill=The shadow bolt killed you...

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@@ -37,11 +37,14 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultCircleRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultCrossRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultEnemyCenterRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultEntranceRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultFinalRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultLongRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultQuadrantsRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultRingRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultRingsRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault.VaultSimpleEnemyTreasureRoom;
import com.watabou.utils.Random;
import java.util.ArrayList;
@@ -54,11 +57,14 @@ public class VaultLevel extends CityLevel {
initRooms.add(roomEntrance = new VaultEntranceRoom());
for (int i = 0; i < 4; i++){
for (int i = 0; i < 2; i++){
initRooms.add(new VaultRingRoom());
initRooms.add(new VaultCircleRoom());
initRooms.add(new VaultCrossRoom());
initRooms.add(new VaultQuadrantsRoom());
initRooms.add(new VaultEnemyCenterRoom());
initRooms.add(new VaultRingsRoom());
initRooms.add(new VaultSimpleEnemyTreasureRoom());
}
initRooms.add(new VaultLongRoom());

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@@ -0,0 +1,60 @@
package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.VaultRat;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.StandardRoom;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
public class VaultRingsRoom extends StandardRoom {
@Override
public float[] sizeCatProbs() {
return new float[]{0, 1, 0};
}
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1 , Terrain.EMPTY );
Painter.fill(level, left+2, top+2, 3, 3, Terrain.WALL);
Painter.fill(level, right-4, top+2, 3, 3, Terrain.WALL);
Painter.fill(level, left+2, bottom-4, 3, 3, Terrain.WALL);
Painter.fill(level, right-4, bottom-4, 3, 3, Terrain.WALL);
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
VaultRat rat = new VaultRat();
do {
rat.pos = level.pointToCell(random(1));
} while (level.solid[rat.pos]);
rat.state = rat.WANDERING;
level.mobs.add(rat);
rat.wanderPositions = new int[]{
level.pointToCell(new Point(left+1, top+1)),
level.pointToCell(new Point(left+1, top+5)),
level.pointToCell(new Point(left+1, top+9)),
level.pointToCell(new Point(left+5, top+1)),
level.pointToCell(new Point(left+5, top+5)),
level.pointToCell(new Point(left+5, top+9)),
level.pointToCell(new Point(left+9, top+1)),
level.pointToCell(new Point(left+9, top+5)),
level.pointToCell(new Point(left+9, top+9))
};
Random.shuffle(rat.wanderPositions);
}
@Override
public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) {
return false;
}
}

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@@ -0,0 +1,81 @@
package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.vault;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.VaultRat;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.StandardRoom;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
public class VaultSimpleEnemyTreasureRoom extends StandardRoom {
@Override
public float[] sizeCatProbs() {
return new float[]{0, 1, 0};
}
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1 , Terrain.EMPTY );
int ratPos = 0;
int treasurePos = 0;
switch (Random.Int(4)){
case 0:
Painter.fill(level, left+2, top+2, 6, 6, Terrain.WALL );
Painter.fill(level, left+3, top+3, 4, 4, Terrain.EMPTY_SP );
Painter.fill(level, left+4, top+7, 2, 1, Terrain.EMPTY_SP );
Painter.fill(level, left+7, top+4, 1, 2, Terrain.EMPTY_SP );
ratPos = level.pointToCell(new Point(left+4, top+4));
treasurePos = level.pointToCell(new Point(left+3, top+3));
break;
case 1:
Painter.fill(level, left+3, top+2, 6, 6, Terrain.WALL );
Painter.fill(level, left+4, top+3, 4, 4, Terrain.EMPTY_SP );
Painter.fill(level, left+5, top+7, 2, 1, Terrain.EMPTY_SP );
Painter.fill(level, left+3, top+4, 1, 2, Terrain.EMPTY_SP );
ratPos = level.pointToCell(new Point(right-4, top+4));
treasurePos = level.pointToCell(new Point(right-3, top+3));
break;
case 2:
Painter.fill(level, left+3, top+3, 6, 6, Terrain.WALL );
Painter.fill(level, left+4, top+4, 4, 4, Terrain.EMPTY_SP );
Painter.fill(level, left+5, top+3, 2, 1, Terrain.EMPTY_SP );
Painter.fill(level, left+3, top+5, 1, 2, Terrain.EMPTY_SP );
ratPos = level.pointToCell(new Point(right-4, bottom-4));
treasurePos = level.pointToCell(new Point(right-3, bottom-3));
break;
case 3:
Painter.fill(level, left+2, top+3, 6, 6, Terrain.WALL );
Painter.fill(level, left+3, top+4, 4, 4, Terrain.EMPTY_SP );
Painter.fill(level, left+4, top+3, 2, 1, Terrain.EMPTY_SP );
Painter.fill(level, left+7, top+5, 1, 2, Terrain.EMPTY_SP );
ratPos = level.pointToCell(new Point(left+4, bottom-4));
treasurePos = level.pointToCell(new Point(left+3, bottom-3));
break;
}
level.drop(Generator.randomWeapon(true), treasurePos).type = Heap.Type.CHEST;
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
VaultRat rat = new VaultRat();
rat.pos = ratPos;
level.mobs.add(rat);
}
@Override
public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) {
return false;
}
}