Files
shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/levels/LastShopLevel.java
2014-10-30 10:02:25 -04:00

226 lines
5.1 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;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Bones;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.levels.Room.Type;
import com.watabou.noosa.Scene;
import com.watabou.utils.Graph;
import com.watabou.utils.Random;
import java.util.List;
public class LastShopLevel extends RegularLevel {
{
color1 = 0x4b6636;
color2 = 0xf2f2f2;
}
@Override
public String tilesTex() {
return Assets.TILES_CITY;
}
@Override
public String waterTex() {
return Assets.WATER_CITY;
}
@Override
protected boolean build() {
initRooms();
int distance;
int retry = 0;
int minDistance = (int)Math.sqrt( rooms.size() );
do {
int innerRetry = 0;
do {
if (innerRetry++ > 10) {
return false;
}
roomEntrance = Random.element( rooms );
} while (roomEntrance.width() < 4 || roomEntrance.height() < 4);
innerRetry = 0;
do {
if (innerRetry++ > 10) {
return false;
}
roomExit = Random.element( rooms );
} while (roomExit == roomEntrance || roomExit.width() < 6 || roomExit.height() < 6 || roomExit.top == 0);
Graph.buildDistanceMap( rooms, roomExit );
distance = Graph.buildPath( rooms, roomEntrance, roomExit ).size();
if (retry++ > 10) {
return false;
}
} while (distance < minDistance);
roomEntrance.type = Type.ENTRANCE;
roomExit.type = Type.EXIT;
Graph.buildDistanceMap( rooms, roomExit );
List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit );
Graph.setPrice( path, roomEntrance.distance );
Graph.buildDistanceMap( rooms, roomExit );
path = Graph.buildPath( rooms, roomEntrance, roomExit );
Room room = roomEntrance;
for (Room next : path) {
room.connect( next );
room = next;
}
Room roomShop = null;
int shopSquare = 0;
for (Room r : rooms) {
if (r.type == Type.NULL && r.connected.size() > 0) {
r.type = Type.PASSAGE;
if (r.square() > shopSquare) {
roomShop = r;
shopSquare = r.square();
}
}
}
if (roomShop == null || shopSquare < 30) {
return false;
} else {
roomShop.type = Imp.Quest.isCompleted() ? Room.Type.SHOP : Room.Type.STANDARD;
}
paint();
paintWater();
paintGrass();
return true;
}
@Override
protected void decorate() {
for (int i=0; i < LENGTH; i++) {
if (map[i] == Terrain.EMPTY && Random.Int( 10 ) == 0) {
map[i] = Terrain.EMPTY_DECO;
} else if (map[i] == Terrain.WALL && Random.Int( 8 ) == 0) {
map[i] = Terrain.WALL_DECO;
} else if (map[i] == Terrain.SECRET_DOOR) {
map[i] = Terrain.DOOR;
}
}
if (Imp.Quest.isCompleted()) {
while (true) {
int pos = roomEntrance.random();
if (pos != entrance) {
map[pos] = Terrain.SIGN;
break;
}
}
}
}
@Override
protected void createMobs() {
}
public Actor respawner() {
return null;
}
@Override
protected void createItems() {
Item item = Bones.get();
if (item != null) {
int pos;
do {
pos = roomEntrance.random();
} while (pos == entrance || map[pos] == Terrain.SIGN);
drop( item, pos ).type = Heap.Type.REMAINS;
}
}
@Override
public int randomRespawnCell() {
return -1;
}
@Override
public String tileName( int tile ) {
switch (tile) {
case Terrain.WATER:
return "Suspiciously colored water";
case Terrain.HIGH_GRASS:
return "High blooming flowers";
default:
return super.tileName( tile );
}
}
@Override
public String tileDesc(int tile) {
switch (tile) {
case Terrain.ENTRANCE:
return "A ramp leads up to the upper depth.";
case Terrain.EXIT:
return "A ramp leads down to the Inferno.";
case Terrain.WALL_DECO:
case Terrain.EMPTY_DECO:
return "Several tiles are missing here.";
case Terrain.EMPTY_SP:
return "Thick carpet covers the floor.";
default:
return super.tileDesc( tile );
}
}
@Override
protected boolean[] water() {
return Patch.generate( 0.35f, 4 );
}
@Override
protected boolean[] grass() {
return Patch.generate( 0.30f, 3 );
}
@Override
public void addVisuals( Scene scene ) {
CityLevel.addVisuals( this, scene );
}
}