v3.3.0: adjusted mine quest gold balancing:
- levels now always spawn with 2 secrets - gold in secret rooms up to 4-5 from 3-5 - total gold up to 45-47 from 42-46 - effectively, players now always needs to find 1 of 2 secrets to get 40 gold, whereas before it could be 0, 1 of 1 or rarely 2 of 2
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@@ -92,7 +92,7 @@ public class MiningLevel extends CavesLevel {
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ArrayList<Room> initRooms = new ArrayList<>();
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ArrayList<Room> initRooms = new ArrayList<>();
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initRooms.add ( roomEntrance = new MineEntrance());
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initRooms.add ( roomEntrance = new MineEntrance());
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//spawns 1 giant, 3 large, 6-8 small, and 1-2 secret cave rooms
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//spawns 1 giant, 3 large, 6-8 small, and 2 secret cave rooms
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StandardRoom s;
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StandardRoom s;
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s = new MineGiantRoom();
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s = new MineGiantRoom();
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s.setSizeCat();
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s.setSizeCat();
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@@ -112,7 +112,7 @@ public class MiningLevel extends CavesLevel {
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initRooms.add(s);
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initRooms.add(s);
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}
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}
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rooms = Random.NormalIntRange(1, 2);
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rooms = 2;
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for (int i = 0; i < rooms; i++){
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for (int i = 0; i < rooms; i++){
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initRooms.add(new MineSecretRoom());
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initRooms.add(new MineSecretRoom());
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}
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}
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@@ -144,7 +144,7 @@ public class MiningLevel extends CavesLevel {
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@Override
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@Override
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protected Painter painter() {
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protected Painter painter() {
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return new MiningLevelPainter()
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return new MiningLevelPainter()
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.setGold(Random.NormalIntRange(42, 46))
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.setGold(Random.NormalIntRange(45, 47))
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.setWater(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.1f : 0.35f, 6)
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.setWater(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.1f : 0.35f, 6)
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.setGrass(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.65f : 0.10f, 3);
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.setGrass(Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI ? 0.65f : 0.10f, 3);
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}
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}
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@@ -48,7 +48,7 @@ public class MineSecretRoom extends SecretRoom {
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Painter.fill(level, this, 1, Terrain.MINE_CRYSTAL);
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Painter.fill(level, this, 1, Terrain.MINE_CRYSTAL);
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} else if (Blacksmith.Quest.Type() == Blacksmith.Quest.GNOLL) {
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} else if (Blacksmith.Quest.Type() == Blacksmith.Quest.GNOLL) {
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Painter.fill( level, this, 1, Terrain.EMPTY_SP );
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Painter.fill( level, this, 1, Terrain.EMPTY_SP );
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level.drop(new DarkGold().quantity(Random.NormalIntRange(3, 5)), level.pointToCell(center())).type = Heap.Type.CHEST;
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level.drop(new DarkGold().quantity(Random.NormalIntRange(4, 5)), level.pointToCell(center())).type = Heap.Type.CHEST;
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return;
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return;
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} else if (Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI) {
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} else if (Blacksmith.Quest.Type() == Blacksmith.Quest.FUNGI) {
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Painter.fill(level, this, 1, Terrain.HIGH_GRASS);
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Painter.fill(level, this, 1, Terrain.HIGH_GRASS);
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@@ -59,7 +59,7 @@ public class MineSecretRoom extends SecretRoom {
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Painter.fill(level, this, 1, Terrain.EMPTY);
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Painter.fill(level, this, 1, Terrain.EMPTY);
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}
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}
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int goldAmount = Random.NormalIntRange(3, 5);
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int goldAmount = Random.NormalIntRange(4, 5);
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for (int i = 0; i < goldAmount; i++){
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for (int i = 0; i < goldAmount; i++){
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int cell;
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int cell;
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