v3.1.0: change to region deco rooms, mainly to reduce sewers barrels:

- barrel patch room spawn rate in sewers down by 50%, pipe rooms up by 33% to compensate
- barrel patch entr/exit rooms down by 25%, bridge entr/exit up 33% to comepsnate
- region deco patch room fill rate down to 20-30%, from 20-40%
This commit is contained in:
Evan Debenham
2025-05-16 13:17:25 -04:00
parent 6dae41e320
commit 5bafa5395b
4 changed files with 8 additions and 8 deletions

View File

@@ -40,9 +40,9 @@ public class RegionDecoPatchRoom extends PatchRoom {
@Override @Override
protected float fill() { protected float fill() {
//fill scales from ~20% at 4x4, to ~40% at 10x10 //fill scales from ~20% at 4x4, to ~30% at 10x10
int scale = Math.min(width()*height(), 10*10); int scale = Math.min(width()*height(), 10*10);
return 0.20f + scale/512f; return 0.20f + scale/1024f;
} }
@Override @Override

View File

@@ -121,9 +121,9 @@ public abstract class StandardRoom extends Room {
private static ArrayList<Class<?extends StandardRoom>> rooms = new ArrayList<>(); private static ArrayList<Class<?extends StandardRoom>> rooms = new ArrayList<>();
static { static {
rooms.add(SewerPipeRoom.class); rooms.add(SewerPipeRoom.class);
rooms.add(RegionDecoPatchRoom.class);
rooms.add(RingRoom.class); rooms.add(RingRoom.class);
rooms.add(WaterBridgeRoom.class); rooms.add(WaterBridgeRoom.class);
rooms.add(RegionDecoPatchRoom.class);
rooms.add(CircleBasinRoom.class); rooms.add(CircleBasinRoom.class);
rooms.add(RegionDecoLineRoom.class); rooms.add(RegionDecoLineRoom.class);
@@ -165,10 +165,10 @@ public abstract class StandardRoom extends Room {
private static float[][] chances = new float[27][]; private static float[][] chances = new float[27][];
static { static {
chances[1] = new float[]{12,8,8,8,4, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 1,0,1,0,1,0,1,1,0,0}; chances[1] = new float[]{16,8,8,4,4, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 1,0,1,0,1,0,1,1,0,0};
chances[2] = new float[]{12,8,8,8,4, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1}; chances[2] = new float[]{16,8,8,4,4, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[4] = chances[3] = chances[2]; chances[4] = chances[3] = chances[2];
chances[5] = new float[]{12,8,8,8,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0}; chances[5] = new float[]{16,8,8,4,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0};
chances[6] = new float[]{0,0,0,0,0, 10,10,10,5,5, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1}; chances[6] = new float[]{0,0,0,0,0, 10,10,10,5,5, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[10] = chances[9] = chances[8] = chances[7] = chances[6]; chances[10] = chances[9] = chances[8] = chances[7] = chances[6];

View File

@@ -134,8 +134,8 @@ public class EntranceRoom extends StandardRoom {
private static ArrayList<Class<?extends StandardRoom>> rooms = new ArrayList<>(); private static ArrayList<Class<?extends StandardRoom>> rooms = new ArrayList<>();
static { static {
rooms.add(RegionDecoPatchEntranceRoom.class);
rooms.add(WaterBridgeEntranceRoom.class); rooms.add(WaterBridgeEntranceRoom.class);
rooms.add(RegionDecoPatchEntranceRoom.class);
rooms.add(RingEntranceRoom.class); rooms.add(RingEntranceRoom.class);
rooms.add(CircleBasinEntranceRoom.class); rooms.add(CircleBasinEntranceRoom.class);

View File

@@ -72,8 +72,8 @@ public class ExitRoom extends StandardRoom {
private static ArrayList<Class<?extends StandardRoom>> rooms = new ArrayList<>(); private static ArrayList<Class<?extends StandardRoom>> rooms = new ArrayList<>();
static { static {
rooms.add(RegionDecoPatchExitRoom.class);
rooms.add(WaterBridgeExitRoom.class); rooms.add(WaterBridgeExitRoom.class);
rooms.add(RegionDecoPatchExitRoom.class);
rooms.add(RingExitRoom.class); rooms.add(RingExitRoom.class);
rooms.add(CircleBasinExitRoom.class); rooms.add(CircleBasinExitRoom.class);