2018-08-10 20:09:56 +02:00
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local room_builder = require "maproombuilder"
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2018-08-06 00:28:23 +02:00
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local module = {}
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local random = math.random
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local textures = {
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"Objects/Trap1.png",
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"Objects/Trap0.png"
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}
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local traps = {}
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for i=1,7 do
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trap = { textures[1], textures[2], i*16, 3*16, CURRENT_LEVEL * 4 }
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table.insert(traps, trap)
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end
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local function repack(data)
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return {
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texturePath1 = data[1],
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texturePath2 = data[2],
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clipX = data[3],
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clipY = data[4],
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damage = data[5]
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}
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end
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function module.add_traps_to_room(room)
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if room.type == "coridoor" then
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if random(2) ~= 1 then return end
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else
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if random(4) ~= 1 then return end
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end
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local count = random(4)
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local i = 0
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while i < count do
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local rx = random(13) + 1
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local ry = random(9) + 1
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2018-08-21 12:56:02 +02:00
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if CURRENT_LEVEL < 4 then
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if room_builder.is_tile_avilable(room, rx, ry)
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and not room.traps[rx+1][ry]
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and not room.traps[rx-1][ry]
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and not room.traps[rx][ry+1]
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and not room.traps[rx][ry-1]
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and not room.traps[rx+1][ry+1]
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and not room.traps[rx+1][ry-1]
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and not room.traps[rx-1][ry+1]
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and not room.traps[rx-1][ry-1]
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then
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room.traps[rx][ry] = traps[random(#traps)]
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i = i + 1
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end
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else
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if room_builder.is_tile_avilable(room, rx, ry) then
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room.traps[rx][ry] = traps[random(#traps)]
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i = i + 1
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end
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2018-08-06 00:28:23 +02:00
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end
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end
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end
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function module.load_traps(map, traps)
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for i=0,15 do
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for j=0,11 do
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trap = traps[i][j]
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if trap then
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add_trap(map, i, j, repack(trap))
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end
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end
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end
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end
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return module
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