v2.3.0: adjusted levelgen boulder and rubble positioning slightly
This commit is contained in:
+2
-2
@@ -124,9 +124,9 @@ public class MineEntrance extends EntranceRoom {
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}
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}
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dist = GameMath.gate(1f, dist-0.5f, 5f);
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dist = GameMath.gate(1f, dist-0.5f, 5f);
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float val = Random.Float((float) Math.pow(dist, 2));
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float val = Random.Float((float) Math.pow(dist, 2));
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if (val <= 0.75f) {
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if (val <= 0.75f || dist <= 1) {
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Painter.set(level, cell, Terrain.MINE_BOULDER);
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Painter.set(level, cell, Terrain.MINE_BOULDER);
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} else if (val <= 3f && dist <= 3){
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} else if (val <= 5f && dist <= 3){
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Painter.set(level, cell, Terrain.EMPTY_DECO);
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Painter.set(level, cell, Terrain.EMPTY_DECO);
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}
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}
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}
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}
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+3
-3
@@ -103,11 +103,11 @@ public class MineGiantRoom extends CaveRoom {
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for (Door d : doors){
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for (Door d : doors){
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dist = Math.min(dist, Point.distance(p, d));
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dist = Math.min(dist, Point.distance(p, d));
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}
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}
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dist = GameMath.gate(1f, dist-0.5f, 3f);
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dist = GameMath.gate(1f, dist-0.5f, 3.1f);
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float val = Random.Float((float) Math.pow(dist, 2));
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float val = Random.Float((float) Math.pow(dist, 2));
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if (val <= 0.75f) {
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if (val <= 0.75f || dist <= 1) {
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Painter.set(level, cell, Terrain.MINE_BOULDER);
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Painter.set(level, cell, Terrain.MINE_BOULDER);
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} else if (val <= 3f && dist <= 3){
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} else if (val <= 5f && dist <= 3){
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Painter.set(level, cell, Terrain.EMPTY_DECO);
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Painter.set(level, cell, Terrain.EMPTY_DECO);
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}
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}
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}
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}
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+2
-2
@@ -172,9 +172,9 @@ public class MineLargeRoom extends CaveRoom {
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}
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}
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dist = GameMath.gate(1f, dist-0.5f, 4f);
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dist = GameMath.gate(1f, dist-0.5f, 4f);
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float val = Random.Float((float) Math.pow(dist, 2));
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float val = Random.Float((float) Math.pow(dist, 2));
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if (val <= 0.75f) {
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if (val <= 0.75f || dist <= 1) {
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Painter.set(level, cell, Terrain.MINE_BOULDER);
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Painter.set(level, cell, Terrain.MINE_BOULDER);
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} else if (val <= 3f && dist <= 3){
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} else if (val <= 5f && dist <= 3){
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Painter.set(level, cell, Terrain.EMPTY_DECO);
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Painter.set(level, cell, Terrain.EMPTY_DECO);
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}
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}
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}
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}
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+2
-2
@@ -93,9 +93,9 @@ public class MineSmallRoom extends CaveRoom {
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}
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}
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dist = GameMath.gate(1f, dist, 5f);
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dist = GameMath.gate(1f, dist, 5f);
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float val = Random.Float((float) Math.pow(dist, 2));
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float val = Random.Float((float) Math.pow(dist, 2));
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if (val <= 0.75f) {
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if (val <= 0.75f || dist <= 1) {
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Painter.set(level, cell, Terrain.MINE_BOULDER);
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Painter.set(level, cell, Terrain.MINE_BOULDER);
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} else if (val <= 3f && dist <= 2){
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} else if (val <= 5f && dist <= 2){
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Painter.set(level, cell, Terrain.EMPTY_DECO);
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Painter.set(level, cell, Terrain.EMPTY_DECO);
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}
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}
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}
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}
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