public static void Spawn(CityLevel level, Room room) { if (Spawned || Dungeon.Depth <= 16 || Random.Int(20 - Dungeon.Depth) != 0) { return; } var npc = new Imp(); do { npc.pos = level.RandomRespawnCell(); }while (npc.pos == -1 || level.heaps[npc.pos] != null); level.mobs.Add(npc); OccupyCell(npc); Spawned = true; Alternative = Random.Int(2) == 0; Given = false; do { reward = (Ring)Generator.Random(Generator.Category.RING); }while (reward.cursed); reward.Upgrade(2); reward.cursed = true; }
public static Level NewLevel() { Level = null; Actor.Clear(); Depth++; if (Depth > Statistics.DeepestFloor) { Statistics.DeepestFloor = Depth; if (Statistics.QualifiedForNoKilling) { Statistics.CompletedWithNoKilling = true; } else { Statistics.CompletedWithNoKilling = false; } } Arrays.Fill(Visible, false); Level level; switch (Depth) { case 1: case 2: case 3: case 4: level = new SewerLevel(); break; case 5: level = new SewerBossLevel(); break; case 6: case 7: case 8: case 9: level = new PrisonLevel(); break; case 10: level = new PrisonBossLevel(); break; case 11: case 12: case 13: case 14: level = new CavesLevel(); break; case 15: level = new CavesBossLevel(); break; case 16: case 17: case 18: case 19: level = new CityLevel(); break; case 20: level = new CityBossLevel(); break; case 21: level = new LastShopLevel(); break; case 22: case 23: case 24: level = new HallsLevel(); break; case 25: level = new HallsBossLevel(); break; case 26: level = new LastLevel(); break; default: level = new DeadEndLevel(); Statistics.DeepestFloor--; break; } level.Create(); Statistics.QualifiedForNoKilling = !BossLevel(); return(level); }