/*
 * Pixel Dungeon
 * Copyright (C) 2012-2015 Oleg Dolya
 *
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>
 */
package com.github.mdsimmo.pixeldungeon.levels.painters;

import com.github.mdsimmo.pixeldungeon.items.Gold;
import com.github.mdsimmo.pixeldungeon.items.Heap;
import com.github.mdsimmo.pixeldungeon.items.keys.IronKey;
import com.github.mdsimmo.pixeldungeon.levels.Level;
import com.github.mdsimmo.pixeldungeon.levels.Room;
import com.github.mdsimmo.pixeldungeon.levels.Terrain;
import com.github.mdsimmo.utils.Random;

public class TreasuryPainter extends Painter {

    public static void paint( Level level, Room room ) {

        fill( level, room, Terrain.WALL );
        fill( level, room, 1, Terrain.EMPTY );

        set( level, room.center(), Terrain.STATUE );

        Heap.Type heapType = Random.Int( 2 ) == 0 ? Heap.Type.CHEST : Heap.Type.HEAP;

        int n = Random.IntRange( 2, 3 );
        for ( int i = 0; i < n; i++ ) {
            int pos;
            do {
                pos = room.random();
            } while ( level.map[pos] != Terrain.EMPTY || level.heaps.get( pos ) != null );
            level.drop( new Gold().random(), pos ).type = (i == 0 && heapType == Heap.Type.CHEST ? Heap.Type.MIMIC : heapType);
        }

        if ( heapType == Heap.Type.HEAP ) {
            for ( int i = 0; i < 6; i++ ) {
                int pos;
                do {
                    pos = room.random();
                } while ( level.map[pos] != Terrain.EMPTY );
                level.drop( new Gold( Random.IntRange( 1, 3 ) ), pos );
            }
        }

        room.entrance().set( Room.Door.Type.LOCKED );
        level.addItemToSpawn( new IronKey() );
    }
}
