78 lines
2.5 KiB
Java
78 lines
2.5 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.watabou.utils.Random;
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public class VaultPainter extends Painter {
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public static void paint( Level level, Room room ) {
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fill( level, room, Terrain.WALL );
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fill( level, room, 1, Terrain.EMPTY );
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int cx = (room.left + room.right) / 2;
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int cy = (room.top + room.bottom) / 2;
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int c = cx + cy * Level.WIDTH;
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switch (Random.Int( 3 )) {
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case 0:
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level.drop( prize( level ), c ).type = Type.LOCKED_CHEST;
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level.addItemToSpawn( new GoldenKey( Dungeon.depth ) );
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break;
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case 1:
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Item i1, i2;
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do {
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i1 = prize( level );
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i2 = prize( level );
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} while (i1.getClass() == i2.getClass());
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level.drop( i1, c ).type = Type.CRYSTAL_CHEST;
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level.drop( i2, c + Level.NEIGHBOURS8[Random.Int( 8 )]).type = Type.CRYSTAL_CHEST;
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level.addItemToSpawn( new GoldenKey( Dungeon.depth ) );
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break;
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case 2:
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level.drop( prize( level ), c );
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set( level, c, Terrain.PEDESTAL );
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break;
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}
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room.entrance().set( Room.Door.Type.LOCKED );
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level.addItemToSpawn( new IronKey( Dungeon.depth ) );
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}
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private static Item prize( Level level ) {
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return Generator.random( Random.oneOf(
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Generator.Category.WAND,
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Generator.Category.RING,
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Generator.Category.ARTIFACT
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) );
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}
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}
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