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Commit c27e26a7 authored by dg's avatar dg
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Fixed vertical doors in shockbolt tiles

The "room of death" is the Vor Armoury is guarded by sealed doors


git-svn-id: http://svn.net-core.org/repos/t-engine4@3479 51575b47-30f0-44d4-a5cc-537603b46e54
parent 9a3dc018
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......@@ -934,8 +934,9 @@ function _M:setupCommands()
if add then for i, e in ipairs(add) do print(" -", e.image) end end
end end,
[{"_f","ctrl"}] = function() if config.settings.cheat then
-- self.nicer_tiles:handle(self.level, game.player.x, game.player.y)
self.nicer_tiles:updateAround(self.level, game.player.x, game.player.y)
-- self.nicer_tiles:replaceAll(self.level)
--[[
local i,j = game.player.x, game.player.y
local level=self.level
local s = level.map:checkEntity(i, j, Map.TERRAIN, "type") or "wall"
......@@ -947,7 +948,8 @@ function _M:setupCommands()
local g7 = level.map:checkEntity(i-1, j-1, Map.TERRAIN, "type") == s and 1 or 0
local g8 = level.map:checkEntity(i, j-1, Map.TERRAIN, "type") == s and 1 or 0
local g9 = level.map:checkEntity(i+1, j-1, Map.TERRAIN, "type") == s and 1 or 0
print((" [ [[\n%d%d%d\n%d %d\n%d%d%d]] ] = '',"):format(g7,g8,g9,g4,g6,g1,g2,g3))
print((" [ [=[\n%d%d%d\n%d %d\n%d%d%d]=] ] = '',"):format(g7,g8,g9,g4,g6,g1,g2,g3))
--]]
end end,
[{"_g","ctrl"}] = function() if config.settings.cheat then
-- self.state:debugRandomZone()
......
......@@ -93,23 +93,24 @@ end
function _M:niceTileWall3d(level, i, j, g, nt)
local s = level.map:checkEntity(i, j, Map.TERRAIN, "type") or "wall"
local gn = level.map:checkEntity(i, j-1, Map.TERRAIN, "type") or "wall"
local dn = level.map:checkEntity(i, j-1, Map.TERRAIN, "door_opened")
local gs = level.map:checkEntity(i, j+1, Map.TERRAIN, "type") or "wall"
local ds = level.map:checkEntity(i, j+1, Map.TERRAIN, "door_opened")
local gw = level.map:checkEntity(i-1, j, Map.TERRAIN, "type") or "wall"
local ge = level.map:checkEntity(i+1, j, Map.TERRAIN, "type") or "wall"
-- local gnc = level.map:checkEntity(i, j-1, Map.TERRAIN, "block_move", {open_door=true}, false, true) and true or false
-- local gsc = level.map:checkEntity(i, j+1, Map.TERRAIN, "block_move", {open_door=true}, false, true) and true or false
local gnc = gn
local gsc = gs
if gs ~= s and gn ~= s and gw ~= s and ge ~= s then self:replace(i, j, self:getTile(nt.small_pillar))
elseif gs ~= s and gn ~= s and gw ~= s and ge == s then self:replace(i, j, self:getTile(nt.pillar_4))
elseif gs ~= s and gn ~= s and gw == s and ge ~= s then self:replace(i, j, self:getTile(nt.pillar_6))
elseif gs == s and gn ~= s and gw ~= s and ge ~= s then self:replace(i, j, self:getTile(nt.pillar_8))
elseif gs ~= s and gn == s and gw ~= s and ge ~= s then self:replace(i, j, self:getTile(nt.pillar_2))
elseif gsc ~= s and gnc ~= s then self:replace(i, j, self:getTile(nt.north_south))
elseif gsc ~= s then self:replace(i, j, self:getTile(nt.south))
elseif gnc ~= s then self:replace(i, j, self:getTile(nt.north))
elseif gs ~= s and gn ~= s then self:replace(i, j, self:getTile(nt.north_south))
elseif gs == s and ds and gn ~= s then self:replace(i, j, self:getTile(nt.north_south))
elseif gs ~= s and gn == s and dn then self:replace(i, j, self:getTile(nt.north_south))
elseif gs ~= s then self:replace(i, j, self:getTile(nt.south))
elseif gs == s and ds then self:replace(i, j, self:getTile(nt.south))
elseif gn ~= s then self:replace(i, j, self:getTile(nt.north))
elseif gn == s and dn then self:replace(i, j, self:getTile(nt.north))
elseif nt.inner then self:replace(i, j, self:getTile(nt.inner))
end
end
......
......@@ -23,6 +23,7 @@ starty = 34
defineTile(".", "FLOOR")
defineTile("~", "DEEP_WATER")
defineTile("#", "HARDWALL")
defineTile('&', "DOOR_VAULT")
defineTile("$", "FLOOR", {random_filter={add_levels=5, ego_chance=30}})
defineTile("%", "LAVA_FLOOR")
defineTile("*", "FLOOR", {random_filter={add_levels=20}}, {random_filter={name="greater multi-hued wyrm", add_levels=50}})
......@@ -41,8 +42,8 @@ return [[
....~~#..#..........#.............#
....~##..#..........#.$$$$...$$$$.#
....~#...#..........#.$##$...$##$.#
...~~#...+....**....#.$##$...$##$.#
..~~##...+....**....#.$$$$...$$$$.#
...~~#...&....**....#.$##$...$##$.#
..~~##...&....**....#.$$$$...$$$$.#
..~##....#..........#%.o.o###o.o..#
..~#.....#..........#%%...###...%%#
.~~#.....#..........#%%...$$$..%%$#
......
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