v1.1.2: fixed secret lab rooms dropping energy crystals from their pot, added another random drop to compensate
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@ -72,7 +72,7 @@ public class SecretLaboratoryRoom extends SecretRoom {
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Point pot = center();
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Point pot = center();
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Painter.set( level, pot, Terrain.ALCHEMY );
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Painter.set( level, pot, Terrain.ALCHEMY );
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Blob.seed( pot.x + level.width() * pot.y, 1+Random.NormalIntRange(20, 30), Alchemy.class, level );
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Blob.seed( pot.x + level.width() * pot.y, 1, Alchemy.class, level );
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int pos;
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int pos;
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do {
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do {
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@ -80,6 +80,11 @@ public class SecretLaboratoryRoom extends SecretRoom {
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} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null);
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} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null);
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level.drop( new EnergyCrystal().random(), pos );
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level.drop( new EnergyCrystal().random(), pos );
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do {
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pos = level.pointToCell(random());
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} while (level.map[pos] != Terrain.EMPTY_SP || level.heaps.get( pos ) != null);
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level.drop( new EnergyCrystal().random(), pos );
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int n = Random.IntRange( 2, 3 );
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int n = Random.IntRange( 2, 3 );
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HashMap<Class<? extends Potion>, Float> chances = new HashMap<>(potionChances);
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HashMap<Class<? extends Potion>, Float> chances = new HashMap<>(potionChances);
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for (int i=0; i < n; i++) {
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for (int i=0; i < n; i++) {
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