71 lines
2.3 KiB
Java
71 lines
2.3 KiB
Java
/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2015 Evan Debenham
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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.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Blacksmith;
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import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
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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.shatteredpixel.shatteredpixeldungeon.levels.traps.FireTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.watabou.utils.Random;
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public class BlacksmithPainter 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.TRAP );
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fill( level, room, 2, Terrain.EMPTY_SP );
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for (int i=0; i < 2; i++) {
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int pos;
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do {
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pos = room.random();
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} while (level.map[pos] != Terrain.EMPTY_SP);
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level.drop(
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Generator.random( Random.oneOf(
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Generator.Category.ARMOR,
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Generator.Category.WEAPON
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) ), pos );
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}
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for (Room.Door door : room.connected.values()) {
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door.set( Room.Door.Type.UNLOCKED );
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drawInside( level, room, door, 1, Terrain.EMPTY );
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}
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Blacksmith npc = new Blacksmith();
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do {
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npc.pos = room.random( 1 );
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} while (level.heaps.get( npc.pos ) != null);
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level.mobs.add( npc );
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for(int cell : room.getCells()) {
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if (level.map[cell] == Terrain.TRAP){
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level.setTrap(new FireTrap().reveal(), cell);
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}
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}
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}
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}
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