Remove the starting room door only if it really shouldn't be here; also account for the new randomized placement in removing lone door tile
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		| @@ -162,7 +162,8 @@ class Generator: | ||||
|         dim_v, dim_h = len(starting_room), len(starting_room[0]) | ||||
|         pos_y, pos_x = randint(0, height-dim_v-1), randint(0, width-dim_h-1) | ||||
|         self.place_room(level, pos_y, pos_x, starting_room, 0, 0) | ||||
|         level[0][0] = Tile.EMPTY | ||||
|         if starting_room[0][0] != Tile.FLOOR: | ||||
|             level[pos_y][pos_x] = Tile.EMPTY | ||||
|         self.params["corridor_chance"] = mem | ||||
|         | ||||
|         # find a starting position | ||||
|   | ||||
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