private static Item prize(Level level) {

    Item prize = level.itemToSpanAsPrize();
    if (prize != null) {
      return prize;
    }

    prize = Generator.random(Random.oneOf(Generator.Category.WEAPON, Generator.Category.ARMOR));

    for (int i = 0; i < 3; i++) {
      Item another =
          Generator.random(Random.oneOf(Generator.Category.WEAPON, Generator.Category.ARMOR));
      if (another.level > prize.level) {
        prize = another;
      }
    }

    return prize;
  }
  private static Item prize(Level level) {

    Item prize = level.itemToSpanAsPrize();
    if (prize instanceof Potion) {
      return prize;
    } else if (prize != null) {
      level.addItemToSpawn(prize);
    }

    return Generator.random(Generator.Category.POTION);
  }
  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(), remains).type = Type.SKELETON;

    if (Random.Int(5) == 0) {
      level.drop(Generator.random(Generator.Category.RING), 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);
    }
  }
Beispiel #4
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  public Statue() {
    super();

    do {
      weapon = (Weapon) Generator.random(Generator.Category.WEAPON);
    } while (!(weapon instanceof MeleeWeapon) || weapon.level < 0);

    weapon.identify();
    weapon.enchant(Enchantment.random());

    HP = HT = 15 + Dungeon.depth * 5;
    defenseSkill = 4 + Dungeon.depth;
  }
  private static Item prize(Level level) {

    Item prize = level.itemToSpanAsPrize();
    if (prize != null) {
      return prize;
    }

    return Generator.random(
        Random.oneOf(
            Generator.Category.POTION,
            Generator.Category.SCROLL,
            Generator.Category.FOOD,
            Generator.Category.GOLD));
  }
  public void wither() {
    Dungeon.level.uproot(pos);

    sprite.kill();
    if (Dungeon.visible[pos]) {
      CellEmitter.get(pos).burst(LeafParticle.GENERAL, 6);
    }

    if (Dungeon.hero.subClass == HeroSubClass.WARDEN) {
      if (Random.Int(5) == 0) {
        Dungeon.level.drop(Generator.random(Generator.Category.SEED), pos).sprite.drop();
      }
      if (Random.Int(5) == 0) {
        Dungeon.level.drop(new Dewdrop(), pos).sprite.drop();
      }
    }
  }