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@ -82,3 +82,8 @@ func (l *Level) SetAllInvisible() {
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}
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}
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func (l *Level) SetAllVisible() {
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for idx, _ := range l.Tiles {
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l.Tiles[idx].Visible = true
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}
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}
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@ -43,8 +43,8 @@ func DefaultGen(ctx util.ClientCtx,l *gamemap.Level) (*gamemap.Level, []*gamemap
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rng := util.NewRNG()
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//load prefabs
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//pfLoader := gamemap.NewPrefabLoader(ctx)
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//pfRooms := pfLoader.PrefabRoomsList()
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pfLoader := gamemap.NewPrefabLoader(ctx)
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pfRooms := pfLoader.PrefabRoomsList()
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//fill with walls
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@ -61,17 +61,17 @@ func DefaultGen(ctx util.ClientCtx,l *gamemap.Level) (*gamemap.Level, []*gamemap
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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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//if rng.Range(0, 5) > 3 {
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if rng.Range(0, 5) == 1 {
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//prefab
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newRoom = &pfRooms[0]
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} else {
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newRoom = gamemap.NewRandomRectRoom(
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rng,
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rng.Range(minRoomSize, maxRoomSize),
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rng.Range(minRoomSize, maxRoomSize),
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fillage,
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)
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//} else {
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// prefab
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// newRoom = &pfRooms[0]
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//}
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}
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where := types.Coords{
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rng.Range(1, l.W -2 - newRoom.W),
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rng.Range(1, l.H - 2 - newRoom.H),
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@ -81,7 +81,7 @@ func (pfbl PrefabLoader) PrefabRoomsList() []Room {
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Geometry: make([]func()*Tile, rawPrefab.Size.X*rawPrefab.Size.Y),
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Mobs: make([]mob.Mob, rawPrefab.Size.X*rawPrefab.Size.Y),
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Items: make([]items.Carried, rawPrefab.Size.X*rawPrefab.Size.Y),
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Connectors: make([]types.Coords, rawPrefab.Size.X*rawPrefab.Size.Y),
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Connectors: make([]types.Coords, 0),
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}
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//make geometry
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var f func() *Tile
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@ -94,6 +94,9 @@ func (pfbl PrefabLoader) PrefabRoomsList() []Room {
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for i:=0; i < room.W; i++ {
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ok := false
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shortName := currentTileLegend[string(str[i])]
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if shortName == "" {
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continue
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}
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if shortName == "any" {
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continue
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}
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