more checking rooms
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@ -38,7 +38,7 @@ var fges = map[int]types.RectFill{
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},
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}
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func DefaultGen(ctx util.ClientCtx,l *gamemap.Level) (*gamemap.Level, []*gamemap.Room) {
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func DefaultGen(ctx util.ClientCtx,l *gamemap.Level) (*gamemap.Level, []gamemap.Room) {
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rng := util.NewRNG()
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@ -54,19 +54,18 @@ func DefaultGen(ctx util.ClientCtx,l *gamemap.Level) (*gamemap.Level, []*gamemap
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}
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}
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rooms := make([]*gamemap.Room, 0)
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rooms := make([]gamemap.Room, 0)
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prefabUsed := false
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for i := 0; i < maxrooms; i++ {
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failed := false
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var fillage types.RectFill
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fillage = fges[rng.GetWeightedEntity(map[int]int{1: 10, 2: 1})]
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var newRoom *gamemap.Room
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var newRoom gamemap.Room
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if !prefabUsed || rng.Range(0,5) > 3 {
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//prefab
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prefabUsed = true
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r := pfRooms[rng.Range(0, len(pfRooms) - 1)] //copy to local scope
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newRoom = &r
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r := pfRooms[rng.Range(0, len(pfRooms))] //copy to local scope
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newRoom = r
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} else {
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newRoom = gamemap.NewRandomRectRoom(
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rng,
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@ -118,7 +117,7 @@ func DefaultGen(ctx util.ClientCtx,l *gamemap.Level) (*gamemap.Level, []*gamemap
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return l, rooms
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}
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func connectRooms(l *gamemap.Level, room, otherRoom *gamemap.Room, toss int) {
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func connectRooms(l *gamemap.Level, room, otherRoom gamemap.Room, toss int) {
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if toss == 0 {
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digHTunnel(l, room.Center.X, otherRoom.Center.X, room.Center.Y)
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digVTunnel(l, room.Center.Y, otherRoom.Center.Y, otherRoom.Center.X)
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