/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2015 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.shatteredpixel.shatteredpixeldungeon.levels.painters; import com.shatteredpixel.shatteredpixeldungeon.actors.Actor; import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Blacksmith; import com.shatteredpixel.shatteredpixeldungeon.items.Generator; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Room; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.FireTrap; import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap; import com.watabou.utils.Random; public class BlacksmithPainter extends Painter { public static void paint( Level level, Room room ) { fill( level, room, Terrain.WALL ); fill( level, room, 1, Terrain.TRAP ); fill( level, room, 2, Terrain.EMPTY_SP ); for (int i=0; i < 2; i++) { int pos; do { pos = room.random(); } while (level.map[pos] != Terrain.EMPTY_SP); level.drop( Generator.random( Random.oneOf( Generator.Category.ARMOR, Generator.Category.WEAPON ) ), pos ); } for (Room.Door door : room.connected.values()) { door.set( Room.Door.Type.UNLOCKED ); drawInside( level, room, door, 1, Terrain.EMPTY ); } Blacksmith npc = new Blacksmith(); do { npc.pos = room.random( 1 ); } while (level.heaps.get( npc.pos ) != null); level.mobs.add( npc ); for(int cell : room.getCells()) { if (level.map[cell] == Terrain.TRAP){ level.setTrap(new FireTrap().reveal(), cell); } } } }