Files
shattered-pixel-dungeon-web…/src/com/shatteredpixel/shatteredpixeldungeon/levels/painters/TreasuryPainter.java
T
Evan Debenham aed303672a V0.1.0 Partial Commit
changed package and application names to differentiate from main PD
release
2014-08-03 14:46:22 -04:00

63 lines
2.1 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.painters;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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 TreasuryPainter extends Painter {
public static void paint( Level level, Room room ) {
fill( level, room, Terrain.WALL );
fill( level, room, 1, Terrain.EMPTY );
set( level, room.center(), Terrain.STATUE );
Heap.Type heapType = Random.Int( 2 ) == 0 ? Heap.Type.CHEST : Heap.Type.HEAP;
int n = Random.IntRange( 2, 3 );
for (int i=0; i < n; i++) {
int pos;
do {
pos = room.random();
} while (level.map[pos] != Terrain.EMPTY || level.heaps.get( pos ) != null);
level.drop( new Gold().random(), pos ).type = heapType;
}
if (heapType == Heap.Type.HEAP) {
for (int i=0; i < 6; i++) {
int pos;
do {
pos = room.random();
} while (level.map[pos] != Terrain.EMPTY);
level.drop( new Gold( Random.IntRange( 1, 3 ) ), pos );
}
}
room.entrance().set( Room.Door.Type.LOCKED );
level.addItemToSpawn( new IronKey( Dungeon.depth ) );
}
}