diagnostic tool fixes
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@ -13,7 +13,7 @@ var maxRoomSize = 22
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var maxrooms = 100
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var fges = map[int]types.RectFill{
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1: types.RectFill{
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1: {
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Top: gamemap.NewWall,
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Bottom: gamemap.NewWall,
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Left: gamemap.NewWall,
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@ -25,7 +25,7 @@ var fges = map[int]types.RectFill{
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Body: gamemap.NewFloor,
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},
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2: types.RectFill{
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2: {
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Top: gamemap.NewWaterTile,
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Bottom: gamemap.NewWaterTile,
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Left: gamemap.NewWaterTile,
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@ -53,7 +53,14 @@ func GetRandomRoomList(rng *util.RNG, l *gamemap.Level, maxRooms, minRoomSize, m
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var newRoom = gamemap.Room{}
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if !prefabUsed || rng.Range(0, 5) > 3 {
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if prefabUsed && rng.Range(0, 5) <= 3 {
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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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//if prefabUsed {
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//prefab
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prefabUsed = true
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@ -67,20 +74,14 @@ func GetRandomRoomList(rng *util.RNG, l *gamemap.Level, maxRooms, minRoomSize, m
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Mobs: r.Mobs,
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Connectors: make([]types.Coords,0),
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}
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for _, coord := range r.Connectors {
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newRoom.Connectors = append(newRoom.Connectors, coord)
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}
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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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newRoom.Connectors = append(newRoom.Connectors, r.Connectors...)
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// for _, coord := range r.Connectors {
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// newRoom.Connectors = append(newRoom.Connectors, coord)
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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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X: rng.Range(1, l.W-2-newRoom.W),
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Y: rng.Range(1, l.H-2-newRoom.H),
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}
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newRoom.MoveToCoords(where)
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@ -172,7 +173,7 @@ func DigHTunnel(l *gamemap.Level, x1, x2, y int) {
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finish = x1
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}
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{i, y}) {
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if l.InBounds(types.Coords{X: i, Y: y}) {
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l.MakePassByXY(i, y, gamemap.NewFloor())
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//l.Tiles[i][y] = gamemap.NewFloor()
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}
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@ -189,7 +190,7 @@ func DigVTunnel(l *gamemap.Level, y1, y2, x int) {
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finish = y1
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}
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{x, i}) {
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if l.InBounds(types.Coords{X: x, Y: i}) {
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l.MakePassByXY(x, i, gamemap.NewFloor())
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}
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}
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