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:
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dim_v, dim_h = len(starting_room), len(starting_room[0])
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dim_v, dim_h = len(starting_room), len(starting_room[0])
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pos_y, pos_x = randint(0, height-dim_v-1), randint(0, width-dim_h-1)
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pos_y, pos_x = randint(0, height-dim_v-1), randint(0, width-dim_h-1)
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self.place_room(level, pos_y, pos_x, starting_room, 0, 0)
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self.place_room(level, pos_y, pos_x, starting_room, 0, 0)
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level[0][0] = Tile.EMPTY
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if starting_room[0][0] != Tile.FLOOR:
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level[pos_y][pos_x] = Tile.EMPTY
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self.params["corridor_chance"] = mem
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self.params["corridor_chance"] = mem
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# find a starting position
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# find a starting position
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