v0.3.1: added trap generation logic for caves, city, and halls

This commit is contained in:
Evan Debenham
2015-08-14 17:00:23 -04:00
parent cf7a8d71e1
commit f94d2db5dc
3 changed files with 51 additions and 0 deletions
@@ -20,6 +20,7 @@
*/
package com.shatteredpixel.shatteredpixeldungeon.levels;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.*;
import com.watabou.noosa.Game;
import com.watabou.noosa.Group;
import com.watabou.noosa.Scene;
@@ -60,6 +61,22 @@ public class CavesLevel extends RegularLevel {
protected boolean[] grass() {
return Patch.generate( feeling == Feeling.GRASS ? 0.55f : 0.35f, 3 );
}
@Override
protected Class<?>[] trapClasses() {
return new Class[]{ FireTrap.class, FrostTrap.class, PoisonTrap.class, SpearTrap.class, VenomTrap.class,
ExplosiveTrap.class, FlashingTrap.class, GrippingTrap.class, ParalyticTrap.class, LightningTrap.class, RockfallTrap.class, OozeTrap.class,
ConfusionTrap.class, FlockTrap.class, GuardianTrap.class, PitfallTrap.class, SummoningTrap.class, TeleportationTrap.class,
WarpingTrap.class};
}
@Override
protected float[] trapChances() {
return new float[]{ 8, 8, 8, 8, 8,
4, 4, 4, 4, 4, 4, 4,
2, 2, 2, 2, 2, 2,
1 };
}
@Override
protected boolean assignRoomType() {