v0.3.1: added trap generation logic for caves, city, and halls
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@@ -20,6 +20,7 @@
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.*;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.Scene;
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@@ -60,6 +61,22 @@ public class CavesLevel extends RegularLevel {
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protected boolean[] grass() {
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return Patch.generate( feeling == Feeling.GRASS ? 0.55f : 0.35f, 3 );
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}
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@Override
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protected Class<?>[] trapClasses() {
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return new Class[]{ FireTrap.class, FrostTrap.class, PoisonTrap.class, SpearTrap.class, VenomTrap.class,
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ExplosiveTrap.class, FlashingTrap.class, GrippingTrap.class, ParalyticTrap.class, LightningTrap.class, RockfallTrap.class, OozeTrap.class,
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ConfusionTrap.class, FlockTrap.class, GuardianTrap.class, PitfallTrap.class, SummoningTrap.class, TeleportationTrap.class,
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WarpingTrap.class};
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}
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@Override
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protected float[] trapChances() {
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return new float[]{ 8, 8, 8, 8, 8,
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4, 4, 4, 4, 4, 4, 4,
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2, 2, 2, 2, 2, 2,
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1 };
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}
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@Override
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protected boolean assignRoomType() {
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