use of com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Alchemy in project shattered-pixel-dungeon-gdx by 00-Evan.
the class SecretLaboratoryRoom method paint.
public void paint(Level level) {
Painter.fill(level, this, Terrain.WALL);
Painter.fill(level, this, 1, Terrain.EMPTY_SP);
entrance().set(Door.Type.HIDDEN);
Point pot = center();
Painter.set(level, pot, Terrain.ALCHEMY);
Alchemy alchemy = new Alchemy();
alchemy.seed(level, pot.x + level.width() * pot.y, Random.IntRange(30, 60));
level.blobs.put(Alchemy.class, alchemy);
int n = Random.IntRange(2, 3);
HashMap<Class<? extends Potion>, Float> chances = new HashMap<>(potionChances);
for (int i = 0; i < n; i++) {
int pos;
do {
pos = level.pointToCell(random());
} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get(pos) != null);
try {
Class<? extends Potion> potionCls = Random.chances(chances);
chances.put(potionCls, 0f);
level.drop(potionCls.newInstance(), pos);
} catch (Exception e) {
ShatteredPixelDungeon.reportException(e);
}
}
}
use of com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Alchemy in project shattered-pixel-dungeon-gdx by 00-Evan.
the class LaboratoryRoom method paint.
public void paint(Level level) {
Painter.fill(level, this, Terrain.WALL);
Painter.fill(level, this, 1, Terrain.EMPTY_SP);
Door entrance = entrance();
Point pot = null;
if (entrance.x == left) {
pot = new Point(right - 1, Random.Int(2) == 0 ? top + 1 : bottom - 1);
} else if (entrance.x == right) {
pot = new Point(left + 1, Random.Int(2) == 0 ? top + 1 : bottom - 1);
} else if (entrance.y == top) {
pot = new Point(Random.Int(2) == 0 ? left + 1 : right - 1, bottom - 1);
} else if (entrance.y == bottom) {
pot = new Point(Random.Int(2) == 0 ? left + 1 : right - 1, top + 1);
}
Painter.set(level, pot, Terrain.ALCHEMY);
Alchemy alchemy = new Alchemy();
alchemy.seed(level, pot.x + level.width() * pot.y, Random.IntRange(25, 50));
level.blobs.put(Alchemy.class, alchemy);
int n = Random.IntRange(2, 3);
for (int i = 0; i < n; i++) {
int pos;
do {
pos = level.pointToCell(random());
} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get(pos) != null);
level.drop(prize(level), pos);
}
entrance.set(Door.Type.LOCKED);
level.addItemToSpawn(new IronKey(Dungeon.depth));
}