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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/levels/painters/BlacksmithPainter.java
T
2015-06-12 16:44:09 -04:00

71 lines
2.3 KiB
Java

/*
* 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 <http://www.gnu.org/licenses/>
*/
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);
}
}
}
}