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shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/levels/painters/PitPainter.java
T
2016-05-08 20:04:50 -04:00

96 lines
3.2 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 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.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap.Type;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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.Point;
import com.watabou.utils.Random;
public class PitPainter extends Painter {
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.EMPTY );
Room.Door entrance = room.entrance();
entrance.set( Room.Door.Type.LOCKED );
Point well = null;
if (entrance.x == room.left) {
well = new Point( room.right-1, Random.Int( 2 ) == 0 ? room.top + 1 : room.bottom - 1 );
} else if (entrance.x == room.right) {
well = new Point( room.left+1, Random.Int( 2 ) == 0 ? room.top + 1 : room.bottom - 1 );
} else if (entrance.y == room.top) {
well = new Point( Random.Int( 2 ) == 0 ? room.left + 1 : room.right - 1, room.bottom-1 );
} else if (entrance.y == room.bottom) {
well = new Point( Random.Int( 2 ) == 0 ? room.left + 1 : room.right - 1, room.top+1 );
}
set( level, well, Terrain.EMPTY_WELL );
int remains = room.random();
while (level.map[remains] == Terrain.EMPTY_WELL) {
remains = room.random();
}
level.drop( new IronKey( Dungeon.depth ), remains ).type = Type.SKELETON;
int loot = Random.Int( 3 );
if (loot == 0) {
level.drop( Generator.random( Generator.Category.RING ), remains );
} else if (loot == 1) {
level.drop( Generator.random( Generator.Category.ARTIFACT ), remains );
} else {
level.drop( Generator.random( Random.oneOf(
Generator.Category.WEAPON,
Generator.Category.ARMOR
) ), remains );
}
int n = Random.IntRange( 1, 2 );
for (int i=0; i < n; i++) {
level.drop( prize( level ), remains );
}
}
private static Item prize( Level level ) {
if (Random.Int(2) != 0){
Item prize = level.findPrizeItem();
if (prize != null)
return prize;
}
return Generator.random( Random.oneOf(
Generator.Category.POTION,
Generator.Category.SCROLL,
Generator.Category.FOOD,
Generator.Category.GOLD
) );
}
}