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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/levels/painters/VaultPainter.java
T
2014-09-14 20:43:13 -04:00

78 lines
2.5 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.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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 VaultPainter extends Painter {
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.EMPTY );
int cx = (room.left + room.right) / 2;
int cy = (room.top + room.bottom) / 2;
int c = cx + cy * Level.WIDTH;
switch (Random.Int( 3 )) {
case 0:
level.drop( prize( level ), c ).type = Type.LOCKED_CHEST;
level.addItemToSpawn( new GoldenKey( Dungeon.depth ) );
break;
case 1:
Item i1, i2;
do {
i1 = prize( level );
i2 = prize( level );
} while (i1.getClass() == i2.getClass());
level.drop( i1, c ).type = Type.CRYSTAL_CHEST;
level.drop( i2, c + Level.NEIGHBOURS8[Random.Int( 8 )]).type = Type.CRYSTAL_CHEST;
level.addItemToSpawn( new GoldenKey( Dungeon.depth ) );
break;
case 2:
level.drop( prize( level ), c );
set( level, c, Terrain.PEDESTAL );
break;
}
room.entrance().set( Room.Door.Type.LOCKED );
level.addItemToSpawn( new IronKey( Dungeon.depth ) );
}
private static Item prize( Level level ) {
return Generator.random( Random.oneOf(
Generator.Category.WAND,
Generator.Category.RING,
Generator.Category.ARTIFACT
) );
}
}