Files
shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/levels/painters/RatKingPainter.java
T
Evan Debenham aed303672a V0.1.0 Partial Commit
changed package and application names to differentiate from main PD
release
2014-08-03 14:46:22 -04:00

87 lines
2.8 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
*
* 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 <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.RatKing;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.watabou.utils.Random;
public class RatKingPainter extends Painter {
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.EMPTY_SP );
Room.Door entrance = room.entrance();
entrance.set( Room.Door.Type.HIDDEN );
int door = entrance.x + entrance.y * Level.WIDTH;
for (int i=room.left + 1; i < room.right; i++) {
addChest( level, (room.top + 1) * Level.WIDTH + i, door );
addChest( level, (room.bottom - 1) * Level.WIDTH + i, door );
}
for (int i=room.top + 2; i < room.bottom - 1; i++) {
addChest( level, i * Level.WIDTH + room.left + 1, door );
addChest( level, i * Level.WIDTH + room.right - 1, door );
}
RatKing king = new RatKing();
king.pos = room.random( 1 );
level.mobs.add( king );
}
private static void addChest( Level level, int pos, int door ) {
if (pos == door - 1 ||
pos == door + 1 ||
pos == door - Level.WIDTH ||
pos == door + Level.WIDTH) {
return;
}
Item prize;
switch (Random.Int( 10 )) {
case 0:
prize = Generator.random( Generator.Category.WEAPON );
if (prize instanceof MissileWeapon) {
prize.quantity( 1 );
} else {
prize.degrade( Random.Int( 3 ) );
}
break;
case 1:
prize = Generator.random( Generator.Category.ARMOR ).degrade( Random.Int( 3 ) );
break;
default:
prize = new Gold( Random.IntRange( 1, 5 ) );
break;
}
level.drop( prize, pos ).type = Heap.Type.CHEST;
}
}