v3.3.0: expanded vault level a bit with some initial rough layout
This commit is contained in:
@@ -374,8 +374,8 @@ public class Dungeon {
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level = new DeadEndLevel();
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}
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//dead end levels get cleared, don't count as generated
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if (!(level instanceof DeadEndLevel)){
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//dead end levels (and vault levels for now!) get cleared, don't count as generated
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if (!(level instanceof DeadEndLevel || level instanceof VaultLevel)){
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//this assumes that we will never have a depth value outside the range 0 to 999
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// or -500 to 499, etc.
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if (!generatedLevels.contains(depth + 1000*branch)) {
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@@ -214,7 +214,6 @@ public class Belongings implements Iterable<Item> {
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}
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public void clear(){
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//TODO probably more needed here, what about buffs from these items? e.g. chargers
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backpack.clear();
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weapon = secondWep = null;
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armor = null;
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@@ -93,9 +93,9 @@ public class EscapeCrystal extends Item {
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LevelTransition.Type.BRANCH_EXIT);
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InterlevelScene.mode = InterlevelScene.Mode.ASCEND;
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Game.switchScene( InterlevelScene.class );
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detach(hero.belongings.backpack);
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}
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detach(hero.belongings.backpack);
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}
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@@ -166,9 +166,13 @@ public class CityLevel extends RegularLevel {
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}
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}
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EscapeCrystal crystal = new EscapeCrystal();
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crystal.storeHeroBelongings(Dungeon.hero);
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crystal.collect();
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//not ideal handler for a crash, should improve this
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EscapeCrystal crystal = hero.belongings.getItem(EscapeCrystal.class);
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if (crystal == null) {
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crystal = new EscapeCrystal();
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crystal.storeHeroBelongings(Dungeon.hero);
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crystal.collect();
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}
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Dungeon.hero.belongings.armor = new ClothArmor();
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Dungeon.hero.belongings.armor.identify();
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CityLevel.super.activateTransition(hero, transition);
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@@ -22,10 +22,29 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels;
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import com.shatteredpixel.shatteredpixeldungeon.Assets;
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import com.shatteredpixel.shatteredpixeldungeon.Bones;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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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.scrolls.ScrollOfMagicMapping;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.RegionDecoLineRoom;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.SegmentedRoom;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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import com.watabou.utils.Rect;
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public class VaultLevel extends DeadEndLevel { //for now
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import java.util.ArrayList;
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public class VaultLevel extends Level { //for now
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{
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color1 = 0x4b6636;
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@@ -44,10 +63,130 @@ public class VaultLevel extends DeadEndLevel { //for now
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@Override
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protected boolean build() {
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super.build();
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setSize(34, 34);
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ArrayList<Room> rooms = new ArrayList<>();
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Room finalRoom = null;
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Room entryRoom = null;
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for (int x = 0; x < 4; x++){
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for (int y = 0; y < 4; y++){
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if (x == 3 && y <= 1){
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if (y == 1) {
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continue;
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} else {
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Room r = new RegionDecoLineRoom();
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r.set(1+8*x, 1+8*y, 9+8*x, 17);
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rooms.add(r);
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finalRoom = r;
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continue;
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}
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}
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Room r = new SegmentedRoom();
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r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y);
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rooms.add(r);
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if (x == 0 && y == 3){
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entryRoom = r;
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}
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}
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}
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//builder.findneighbnours
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Room[] ra = rooms.toArray( new Room[0] );
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for (int i=0; i < ra.length-1; i++) {
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for (int j=i+1; j < ra.length; j++) {
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ra[i].addNeigbour( ra[j] );
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}
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}
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for (Room n : rooms){
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for (Room p : rooms){
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if (p.height() > 10){
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continue;
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}
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if (n.height() > 10){
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if (n.canConnect(p)){
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if (n.bottom == p.top){
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n.connect(p);
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}
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}
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} else if (n.canConnect(p)) {
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n.connect(p);
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}
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}
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}
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//Painter.placedoors
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for (Room r : rooms){
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for (Room n : r.connected.keySet()) {
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Room.Door door = r.connected.get( n );
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if (door == null) {
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Rect i = r.intersect( n );
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ArrayList<Point> doorSpots = new ArrayList<>();
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for (Point p : i.getPoints()){
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if (r.canConnect(p) && n.canConnect(p))
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doorSpots.add(p);
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}
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if (doorSpots.isEmpty()){
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ShatteredPixelDungeon.reportException(
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new RuntimeException("Could not place a door! " +
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"r=" + r.getClass().getSimpleName() +
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" n=" + n.getClass().getSimpleName()));
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continue;
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}
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door = new Room.Door(Random.element(doorSpots));
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r.connected.put( n, door );
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n.connected.put( r, door );
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}
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}
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}
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for (Room n : rooms){
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n.paint(this);
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if (n instanceof RegionDecoLineRoom){
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Painter.fill(this, n, 1, Terrain.EMPTY_SP);
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Painter.fill(this, n.left+1, n.top+1, 7, 1, Terrain.REGION_DECO_ALT);
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Painter.fill(this, n.left+1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT);
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Painter.fill(this, n.right-1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT);
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}
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for (Point door : n.connected.values()){
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Level.set(pointToCell(door), Terrain.DOOR, this);
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}
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}
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entrance = pointToCell(entryRoom.random());
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transitions.add(new LevelTransition(this,
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entrance,
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LevelTransition.Type.BRANCH_ENTRANCE,
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Dungeon.depth,
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0,
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LevelTransition.Type.BRANCH_EXIT));
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drop(new ScrollOfMagicMapping(), pointToCell(entryRoom.random()));
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rooms.remove(entryRoom);
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rooms.remove(finalRoom);
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for (Room n : rooms){
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if (Random.Int(5) != 0){
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Item item = Generator.randomUsingDefaults(Random.oneOf(
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Generator.Category.WEAPON, Generator.Category.WEAPON,
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Generator.Category.ARMOR,
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Generator.Category.WAND,
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Generator.Category.RING));
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int pos;
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do {
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pos = pointToCell(n.random());
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} while (map[pos] != Terrain.EMPTY);
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item.identify();
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drop(item, pos);
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}
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}
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int entrance = 5 * width() + 5 / 2 + 1;
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map[entrance] = Terrain.WATER; //override entrance tile
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return true;
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}
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@@ -56,4 +195,34 @@ public class VaultLevel extends DeadEndLevel { //for now
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//walking onto transitions does nothing, need to use crystal
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return false;
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}
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@Override
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public Mob createMob() {
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return null;
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}
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@Override
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protected void createMobs() {
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}
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public Actor addRespawner() {
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return null;
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}
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@Override
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protected void createItems() {
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Random.pushGenerator(Random.Long());
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ArrayList<Item> bonesItems = Bones.get();
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if (bonesItems != null) {
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for (Item i : bonesItems) {
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drop(i, entrance()-width()).setHauntedIfCursed().type = Heap.Type.REMAINS;
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}
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}
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Random.popGenerator();
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}
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@Override
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public int randomRespawnCell( Char ch ) {
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return entrance()-width();
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}
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}
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