precomputed shade algo, viewport basic render
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@ -22,7 +22,7 @@ func DefaultGen(l *gamemap.Level) *gamemap.Level {
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}
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}
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rooms := make([]*gamemap.Room, maxrooms)
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rooms := make([]*gamemap.Room, 0)
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for i := 0; i < maxrooms; i++ {
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newRoom := &gamemap.Room{
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@ -32,8 +32,7 @@ func DefaultGen(l *gamemap.Level) *gamemap.Level {
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rng.Range(minRoomSize, maxRoomSize),
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rng.Range(minRoomSize, maxRoomSize),
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)}
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newRoom.Center.X = newRoom.X + newRoom.W / 2
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newRoom.Center.Y = newRoom.Y + newRoom.H / 2
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newRoom.Center = types.Coords{newRoom.X + newRoom.W / 2, newRoom.Y + newRoom.H / 2}
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failed := false
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for _, otherRoom := range rooms {
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