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More Rubocopping
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@@ -91,9 +91,9 @@ module RandomDungeonGenerator
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tiles = []
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x_offset = (CELL_WIDTH - CORRIDOR_WIDTH) / 2
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y_offset = (CELL_HEIGHT - CORRIDOR_WIDTH) / 2
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for combo in 0...16
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16.times do |combo|
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tiles[combo] = []
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for i in 0...CELL_WIDTH * CELL_HEIGHT
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(CELL_WIDTH * CELL_HEIGHT).times do |i|
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tiles[combo][i] = DungeonTile::VOID
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end
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if (combo & EdgeMasks::NORTH) == 0
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@@ -116,8 +116,8 @@ module RandomDungeonGenerator
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# Makes all tiles in a particular area corridor tiles.
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def paint_corridor(tile, x, y, width, height)
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for j in 0...height
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for i in 0...width
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timesheight.times do |j|
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timeswidth.times do |i|
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tile[((y + j) * CELL_WIDTH) + (x + i)] = DungeonTile::CORRIDOR
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end
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end
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@@ -127,26 +127,26 @@ module RandomDungeonGenerator
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def paint_tile_layout(dungeon, dstX, dstY, tile_layout, rotation)
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case rotation
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when TURN_NONE
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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CELL_HEIGHT.times do |y|
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CELL_WIDTH.times do |x|
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dungeon[x + dstX, y + dstY] = tile_layout[(y * CELL_WIDTH) + x]
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end
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end
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when TURN_LEFT
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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CELL_HEIGHT.times do |y|
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CELL_WIDTH.times do |x|
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dungeon[y + dstX, CELL_WIDTH - 1 - x + dstY] = tile_layout[(y * CELL_WIDTH) + x]
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end
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end
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when TURN_RIGHT
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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CELL_HEIGHT.times do |y|
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CELL_WIDTH.times do |x|
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dungeon[CELL_HEIGHT - 1 - y + dstX, x + dstY] = tile_layout[(y * CELL_WIDTH) + x]
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end
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end
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when TURN_BACK
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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CELL_HEIGHT.times do |y|
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CELL_WIDTH.times do |x|
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dungeon[CELL_WIDTH - 1 - x + dstX, CELL_HEIGHT - 1 - y + dstY] = tile_layout[(y * CELL_WIDTH) + x]
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end
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end
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@@ -258,7 +258,7 @@ module RandomDungeonGenerator
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end
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def clearAllCells
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for c in 0...cellWidth * cellHeight
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(cellWidth * cellHeight).times do |c|
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@cells[c] = 0
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end
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end
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@@ -295,7 +295,7 @@ module RandomDungeonGenerator
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end
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def setAllEdges
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for c in 0...nodeWidth * nodeHeight
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(nodeWidth * nodeHeight).times do |c|
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@nodes[c].set
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end
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end
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@@ -327,7 +327,7 @@ module RandomDungeonGenerator
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end
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def clearAllEdges
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for c in 0...nodeWidth * nodeHeight
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(nodeWidth * nodeHeight).times do |c|
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@nodes[c].clear
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end
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end
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@@ -373,8 +373,8 @@ module RandomDungeonGenerator
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def buildNodeList
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list = []
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for x in 0...nodeWidth
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for y in 0...nodeHeight
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nodeWidth.times do |x|
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nodeHeight.times do |y|
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list.push(NodeListElement.new(x, y))
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end
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end
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@@ -386,7 +386,7 @@ module RandomDungeonGenerator
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maxWall = cellWidth if !maxWall
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nlist = buildNodeList
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return if nlist.length == 0
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for c in 0...nlist.length
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nlist.length.times do |c|
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d = randomDir
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len = rand(maxWall + 1)
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x = nlist[c].x
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@@ -398,7 +398,7 @@ module RandomDungeonGenerator
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def recurseDepthFirst(x, y, depth)
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setVisited(x, y)
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dirs = DIRECTIONS.shuffle
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for c in 0...4
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4.times do |c|
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d = dirs[c]
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cx = x
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cy = y
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@@ -464,7 +464,7 @@ module RandomDungeonGenerator
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end
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def clear
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for i in 0...width * height
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(width * height).times do |i|
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@array[i] = DungeonTile::VOID
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end
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end
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@@ -472,8 +472,8 @@ module RandomDungeonGenerator
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def write
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ret = ""
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i = 0
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for y in 0...@height
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for x in 0...@width
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@height.times do |y|
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@width.times do |x|
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ret += DungeonTile.to_text(value(x, y))
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i += 1
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end
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@@ -544,8 +544,8 @@ module RandomDungeonGenerator
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end
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def paint_room(rect, offsetX, offsetY)
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for y in (rect[1] + offsetY)...(rect[1] + offsetY + rect[3])
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for x in (rect[0] + offsetX)...(rect[0] + offsetX + rect[2])
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((rect[1] + offsetY)...(rect[1] + offsetY + rect[3])).each do |y|
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((rect[0] + offsetX)...(rect[0] + offsetX + rect[2])).each do |x|
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self[x, y] = DungeonTile::ROOM
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end
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end
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@@ -559,8 +559,8 @@ module RandomDungeonGenerator
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cellHeight = DungeonMaze::CELL_HEIGHT
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return if maxWidth < 0 || maxHeight < 0
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if maxWidth < cellWidth || maxHeight < cellHeight # Map is too small
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for x in 0...maxWidth
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for y in 0...maxHeight
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maxWidth.times do |x|
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maxHeight.times do |y|
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self[x + BUFFER_X, y + BUFFER_Y] = DungeonTile::ROOM
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end
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end
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@@ -572,8 +572,8 @@ module RandomDungeonGenerator
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# Draw each cell's contents in turn (room and corridors)
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corridor_patterns = DungeonMaze.generate_corridor_patterns
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roomcount = 0
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for y in 0...maxHeight / cellHeight
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for x in 0...maxWidth / cellWidth
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(maxHeight / cellHeight).times do |y|
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(maxWidth / cellWidth).times do |x|
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pattern = maze.getEdgePattern(x, y)
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next if !DungeonMaze.paint_cell_contents(
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self, BUFFER_X + (x * cellWidth), BUFFER_Y + (y * cellHeight),
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@@ -584,15 +584,15 @@ module RandomDungeonGenerator
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end
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# If no rooms were generated, make the whole map a room
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if roomcount == 0
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for x in 0...maxWidth
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for y in 0...maxHeight
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maxWidth.times do |x|
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maxHeight.times do |y|
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self[x + BUFFER_X, y + BUFFER_Y] = DungeonTile::ROOM
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end
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end
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end
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# Generate walls
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for y in 0...@height
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for x in 0...@width
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@height.times do |y|
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@width.times do |x|
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self[x, y] = DungeonTile::WALL if isWall?(x, y) # Make appropriate tiles wall tiles
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end
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end
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@@ -601,8 +601,8 @@ module RandomDungeonGenerator
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# Convert dungeon layout into proper map tiles
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def generateMapInPlace(map)
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tbl = DungeonTable.new(self)
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for i in 0...map.width
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for j in 0...map.height
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map.width.times do |i|
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map.height.times do |j|
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nb = TileDrawingHelper.tableNeighbors(tbl, i, j)
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tile = TileDrawingHelper::NEIGHBORS_TO_AUTOTILE_INDEX[nb]
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map.data[i, j, 0] = tile + (48 * (tbl[i, j]))
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@@ -655,7 +655,7 @@ Events.onMapCreate += proc { |_sender, e|
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dungeon.generateMapInPlace(map)
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roomtiles = []
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# Reposition events
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for event in map.events.values
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map.events.values.each do |event|
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tile = RandomDungeonGenerator.pbRandomRoomTile(dungeon, roomtiles)
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if tile
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event.x = tile[0]
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