Fix merging mistakes and chunk rooms
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5aaef15b2b
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c854d41579
@ -278,7 +278,7 @@ class Generator:
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if d + (x - j)**2 < r**2:
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room[i][j] = Tile.FLOOR
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draw_chunk(room, height//2 + 1, width//2 + 1)
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draw_chunk(room, h_off + height//2 + 1, w_off + width//2 + 1)
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min_w, max_w = w_off + r + 1, width + w_off - r -1
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min_h, max_h = h_off + r + 1, height + h_off - r - 1
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@ -381,8 +381,8 @@ class Generator:
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top left corner of the room on the level, then log them as a
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spawnable region
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"""
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if self.queued_area != None:
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translated_area = [[y+ry, x+rx] for ry, rx in self.queued_area]
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if self.queued_area is not None:
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translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
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self.spawn_areas.append(translated_area)
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self.queued_area = None
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@ -391,11 +391,6 @@ class Generator:
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Populate every spawnable area with some randomly chosen, randomly
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placed entity
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"""
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if self.queued_area is not None:
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translated_area = [[y + ry, x + rx] for ry, rx in self.queued_area]
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self.spawn_areas.append(translated_area)
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self.queued_area = None
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min_c, max_c = self.params["spawn_per_region"]
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for region in self.spawn_areas:
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entity_count = randint(min_c, max_c)
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