v0.6.0: reduced the frequency of chasm tunnels
and made them only fill in with chasm if they are at least 4 tiles wide & tall
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@ -32,7 +32,9 @@ public class BridgeRoom extends TunnelRoom {
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@Override
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@Override
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public void paint(Level level) {
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public void paint(Level level) {
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Painter.fill(level, this, 1, Terrain.CHASM);
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if (Math.min(width(), height()) > 3) {
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Painter.fill(level, this, 1, Terrain.CHASM);
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}
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super.paint(level);
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super.paint(level);
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@ -71,22 +71,22 @@ public abstract class ConnectionRoom extends Room {
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private static float[][] chances = new float[27][];
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private static float[][] chances = new float[27][];
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static {
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static {
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chances[1] = new float[]{6, 1, 0, 1, 0};
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chances[1] = new float[]{10, 1, 0, 1, 0};
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chances[4] = chances[3] = chances[2] = chances[1];
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chances[4] = chances[3] = chances[2] = chances[1];
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chances[5] = new float[]{1, 0, 0, 0, 0};
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chances[5] = new float[]{1, 0, 0, 0, 0};
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chances[6] = new float[]{0, 0, 5, 1, 0};
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chances[6] = new float[]{0, 0, 10, 2, 0};
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chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
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chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
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chances[11] = new float[]{6, 0, 0, 3, 0};
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chances[11] = new float[]{10, 0, 0, 5, 0};
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chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
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chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
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chances[16] = new float[]{0, 1, 6, 1, 0};
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chances[16] = new float[]{0, 1, 10, 1, 0};
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chances[20] = chances[19] = chances[18] = chances[17] = chances[16];
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chances[20] = chances[19] = chances[18] = chances[17] = chances[16];
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chances[21] = chances[5];
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chances[21] = chances[5];
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chances[22] = new float[]{6, 2, 0, 1, 0};
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chances[22] = new float[]{10, 3, 0, 2, 0};
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chances[26] = chances[25] = chances[24] = chances[23] = chances[22];
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chances[26] = chances[25] = chances[24] = chances[23] = chances[22];
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}
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}
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@ -32,7 +32,9 @@ public class WalkwayRoom extends PerimeterRoom {
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@Override
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@Override
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public void paint(Level level) {
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public void paint(Level level) {
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Painter.fill(level, this, 1, Terrain.CHASM);
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if (Math.min(width(), height()) > 3) {
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Painter.fill(level, this, 1, Terrain.CHASM);
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}
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super.paint(level);
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super.paint(level);
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