tweaks and wasm build for w3
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1c956cdf58
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1b4d0c2c4b
9 changed files with 96 additions and 42 deletions
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@ -30,7 +30,7 @@ impl DoorPlacement {
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// There are no corridors - scan for possible places
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let tiles = build_data.map.tiles.clone();
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for (i, tile) in tiles.iter().enumerate() {
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if *tile == TileType::Floor && self.door_possible(build_data, i) && rng.roll_dice(1, 3) == 1 {
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if *tile == TileType::Floor && self.door_possible(build_data, i) && rng.roll_dice(1, 6) == 1 {
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build_data.spawn_list.push((i, "door".to_string()));
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}
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}
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@ -302,11 +302,11 @@ pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator, wid
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}
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*/
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builder.with(DoorPlacement::new());
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if rng.roll_dice(1, 20) == 1 {
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builder.with(PrefabBuilder::sectional(prefab_builder::prefab_sections::UNDERGROUND_FORT));
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}
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builder.with(DoorPlacement::new());
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builder.with(PrefabBuilder::vaults());
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// Regardless of anything else, fill the edges back in with walls. We can't walk
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// there anyway, and we don't want an open line of sight into the unmapped void.
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