v3.3.0: expanded vault level a bit with some initial rough layout

This commit is contained in:
Evan Debenham
2025-11-21 15:43:47 -05:00
parent 6b7ffd9fe8
commit e159913b68
5 changed files with 183 additions and 11 deletions

View File

@@ -374,8 +374,8 @@ public class Dungeon {
level = new DeadEndLevel();
}
//dead end levels get cleared, don't count as generated
if (!(level instanceof DeadEndLevel)){
//dead end levels (and vault levels for now!) get cleared, don't count as generated
if (!(level instanceof DeadEndLevel || level instanceof VaultLevel)){
//this assumes that we will never have a depth value outside the range 0 to 999
// or -500 to 499, etc.
if (!generatedLevels.contains(depth + 1000*branch)) {

View File

@@ -214,7 +214,6 @@ public class Belongings implements Iterable<Item> {
}
public void clear(){
//TODO probably more needed here, what about buffs from these items? e.g. chargers
backpack.clear();
weapon = secondWep = null;
armor = null;

View File

@@ -93,9 +93,9 @@ public class EscapeCrystal extends Item {
LevelTransition.Type.BRANCH_EXIT);
InterlevelScene.mode = InterlevelScene.Mode.ASCEND;
Game.switchScene( InterlevelScene.class );
detach(hero.belongings.backpack);
}
detach(hero.belongings.backpack);
}

View File

@@ -166,9 +166,13 @@ public class CityLevel extends RegularLevel {
}
}
EscapeCrystal crystal = new EscapeCrystal();
crystal.storeHeroBelongings(Dungeon.hero);
crystal.collect();
//not ideal handler for a crash, should improve this
EscapeCrystal crystal = hero.belongings.getItem(EscapeCrystal.class);
if (crystal == null) {
crystal = new EscapeCrystal();
crystal.storeHeroBelongings(Dungeon.hero);
crystal.collect();
}
Dungeon.hero.belongings.armor = new ClothArmor();
Dungeon.hero.belongings.armor.identify();
CityLevel.super.activateTransition(hero, transition);

View File

@@ -22,10 +22,29 @@
package com.shatteredpixel.shatteredpixeldungeon.levels;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Bones;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.RegionDecoLineRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.SegmentedRoom;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
import com.watabou.utils.Rect;
public class VaultLevel extends DeadEndLevel { //for now
import java.util.ArrayList;
public class VaultLevel extends Level { //for now
{
color1 = 0x4b6636;
@@ -44,10 +63,130 @@ public class VaultLevel extends DeadEndLevel { //for now
@Override
protected boolean build() {
super.build();
setSize(34, 34);
ArrayList<Room> rooms = new ArrayList<>();
Room finalRoom = null;
Room entryRoom = null;
for (int x = 0; x < 4; x++){
for (int y = 0; y < 4; y++){
if (x == 3 && y <= 1){
if (y == 1) {
continue;
} else {
Room r = new RegionDecoLineRoom();
r.set(1+8*x, 1+8*y, 9+8*x, 17);
rooms.add(r);
finalRoom = r;
continue;
}
}
Room r = new SegmentedRoom();
r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y);
rooms.add(r);
if (x == 0 && y == 3){
entryRoom = r;
}
}
}
//builder.findneighbnours
Room[] ra = rooms.toArray( new Room[0] );
for (int i=0; i < ra.length-1; i++) {
for (int j=i+1; j < ra.length; j++) {
ra[i].addNeigbour( ra[j] );
}
}
for (Room n : rooms){
for (Room p : rooms){
if (p.height() > 10){
continue;
}
if (n.height() > 10){
if (n.canConnect(p)){
if (n.bottom == p.top){
n.connect(p);
}
}
} else if (n.canConnect(p)) {
n.connect(p);
}
}
}
//Painter.placedoors
for (Room r : rooms){
for (Room n : r.connected.keySet()) {
Room.Door door = r.connected.get( n );
if (door == null) {
Rect i = r.intersect( n );
ArrayList<Point> doorSpots = new ArrayList<>();
for (Point p : i.getPoints()){
if (r.canConnect(p) && n.canConnect(p))
doorSpots.add(p);
}
if (doorSpots.isEmpty()){
ShatteredPixelDungeon.reportException(
new RuntimeException("Could not place a door! " +
"r=" + r.getClass().getSimpleName() +
" n=" + n.getClass().getSimpleName()));
continue;
}
door = new Room.Door(Random.element(doorSpots));
r.connected.put( n, door );
n.connected.put( r, door );
}
}
}
for (Room n : rooms){
n.paint(this);
if (n instanceof RegionDecoLineRoom){
Painter.fill(this, n, 1, Terrain.EMPTY_SP);
Painter.fill(this, n.left+1, n.top+1, 7, 1, Terrain.REGION_DECO_ALT);
Painter.fill(this, n.left+1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT);
Painter.fill(this, n.right-1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT);
}
for (Point door : n.connected.values()){
Level.set(pointToCell(door), Terrain.DOOR, this);
}
}
entrance = pointToCell(entryRoom.random());
transitions.add(new LevelTransition(this,
entrance,
LevelTransition.Type.BRANCH_ENTRANCE,
Dungeon.depth,
0,
LevelTransition.Type.BRANCH_EXIT));
drop(new ScrollOfMagicMapping(), pointToCell(entryRoom.random()));
rooms.remove(entryRoom);
rooms.remove(finalRoom);
for (Room n : rooms){
if (Random.Int(5) != 0){
Item item = Generator.randomUsingDefaults(Random.oneOf(
Generator.Category.WEAPON, Generator.Category.WEAPON,
Generator.Category.ARMOR,
Generator.Category.WAND,
Generator.Category.RING));
int pos;
do {
pos = pointToCell(n.random());
} while (map[pos] != Terrain.EMPTY);
item.identify();
drop(item, pos);
}
}
int entrance = 5 * width() + 5 / 2 + 1;
map[entrance] = Terrain.WATER; //override entrance tile
return true;
}
@@ -56,4 +195,34 @@ public class VaultLevel extends DeadEndLevel { //for now
//walking onto transitions does nothing, need to use crystal
return false;
}
@Override
public Mob createMob() {
return null;
}
@Override
protected void createMobs() {
}
public Actor addRespawner() {
return null;
}
@Override
protected void createItems() {
Random.pushGenerator(Random.Long());
ArrayList<Item> bonesItems = Bones.get();
if (bonesItems != null) {
for (Item i : bonesItems) {
drop(i, entrance()-width()).setHauntedIfCursed().type = Heap.Type.REMAINS;
}
}
Random.popGenerator();
}
@Override
public int randomRespawnCell( Char ch ) {
return entrance()-width();
}
}