- remove barriers in chapel tube & tower tube

- change pitfall entry
This commit is contained in:
flo666 2022-08-26 17:40:46 +02:00
parent b1176aa9d3
commit 87bac7c24a

View File

@ -1114,7 +1114,7 @@ impl Structure for SeaChapel {
max: (center + (diameter / 6) - 1).with_z(base - (diameter / 8) + diameter + 1),
})
.clear();
// chapel tube1 glass barrier / gold door
// chapel tube1 gold window
painter
.aabb(Aabb {
min: Vec3::new(
@ -1626,13 +1626,6 @@ impl Structure for SeaChapel {
.with_z(base - (diameter / 8) + diameter - (diameter / 8)),
})
.fill(white.clone());
//chapel floor2 glass barriers in tube
painter
.cylinder(Aabb {
min: (center - 4).with_z(base - (diameter / 8) + diameter - (diameter / 8)),
max: (center + 4).with_z(base - (diameter / 8) + diameter - (diameter / 8) + 2),
})
.fill(glass_barrier.clone());
//chapel floor2 drawer and potion
painter.sprite(
(center - (diameter / 8)).with_z(base - (diameter / 8) + diameter - (diameter / 8)),
@ -2633,6 +2626,20 @@ impl Structure for SeaChapel {
max: Vec3::new(
center_s2.x + 4,
center_s2.y + 4,
base - (diameter / 8) + diameter + 1,
),
})
.clear();
painter
.cylinder(Aabb {
min: Vec3::new(
center_s2.x - 3,
center_s2.y - 3,
base - (diameter / 8) + diameter + 1,
),
max: Vec3::new(
center_s2.x + 3,
center_s2.y + 3,
base - (diameter / 8) + diameter + 2,
),
})
@ -2652,7 +2659,7 @@ impl Structure for SeaChapel {
),
})
.fill(window_ver2.clone());
// coral chest
// chest
painter.rotated_sprite(
Vec3::new(
center_s2.x - 5,
@ -3368,11 +3375,11 @@ impl Structure for SeaChapel {
),
})
.fill(glass_barrier.clone());
// Holding Cell Villagers
let hc_villagers_pos = Vec3::new(center.x, center.y + (diameter / 3), base + 3);
for _ in 0..(5 + ((RandomField::new(0).get((hc_villagers_pos).with_z(base))) % 5)) {
// Holding Cell Prisoners
let prisoners_pos = Vec3::new(center.x, center.y + (diameter / 3), base + 3);
for _ in 0..(5 + ((RandomField::new(0).get((prisoners_pos).with_z(base))) % 5)) {
painter.spawn(
EntityInfo::at(hc_villagers_pos.as_())
EntityInfo::at(prisoners_pos.as_())
.with_asset_expect("common.entity.village.villager", &mut rng),
);
}
@ -4447,12 +4454,6 @@ impl Structure for SeaChapel {
.with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 2);
let bldg_floor_potion_pos = (bldg_center - (bldg_diameter / 8))
.with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 3);
let bldg_floor_glass_barriers = Aabb {
min: (bldg_center - 4)
.with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 2),
max: (bldg_center + 4)
.with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 3),
};
let bldg_floor2_wall = Aabb {
min: (bldg_center - 4).with_z(
base - (bldg_diameter / 15) + (bldg_diameter / 2) - (bldg_diameter / 10) + 1,
@ -4509,9 +4510,6 @@ impl Structure for SeaChapel {
+ (bldg_diameter / 7)
- 6,
);
let bldg_floor2_sea_cleric_pos = (bldg_center + 5).with_z(
base - (bldg_diameter / 15) + (bldg_diameter / 2) - (bldg_diameter / 10) + 2,
);
// bldg cellar Sea Crocodiles
let bldg_cellar_sea_croc_pos = Vec3::new(
bldg_center.x - (bldg_diameter / 8),
@ -4632,9 +4630,6 @@ impl Structure for SeaChapel {
painter.aabb(bldg_room3_entry_clear2).clear();
painter.aabb(bldg_room3_entry_clear3).clear();
painter.aabb(bldg_room3_entry_clear4).clear();
painter
.cylinder(bldg_floor_glass_barriers)
.fill(glass_barrier.clone());
painter.cylinder(bldg_floor2_wall).fill(white.clone());
painter
.aabb(bldg_floor2_glass_barriers)
@ -4696,18 +4691,6 @@ impl Structure for SeaChapel {
),
)
}
// bldg floor2 Sea Clerics
for _ in 0..(1
+ ((RandomField::new(0).get((bldg_floor2_sea_cleric_pos).with_z(base)))
% 2))
{
painter.spawn(
EntityInfo::at(bldg_floor2_sea_cleric_pos.as_()).with_asset_expect(
"common.entity.dungeon.sea_chapel.sea_cleric",
&mut rng,
),
)
}
},
_ => {},
};