Better spawn selection
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@@ -125,7 +125,7 @@ public class TestPlanetGenerator extends PlanetGenerator{
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float constraint = 1.3f;
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float radius = width / 2f / Mathf.sqrt3;
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int rooms = rand.random(2, 5);
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int rooms = rand.random(2, 5)/* - 1*/;
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Array<Room> array = new Array<>();
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for(int i = 0; i < rooms; i++){
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@@ -137,12 +137,40 @@ public class TestPlanetGenerator extends PlanetGenerator{
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array.add(new Room((int)rx, (int)ry, (int)rrad));
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}
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//check positions on the map to place the player spawn. this needs to be in the corner of the map
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Room spawn = null;
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int offset = rand.nextInt(360);
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float length = width/2.55f - rand.random(13, 23);
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int angleStep = 5;
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int waterCheckRad = 5;
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for(int i = 0; i < 360; i+= angleStep){
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int angle = offset + i;
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int cx = (int)(width/2 + Angles.trnsx(angle, length));
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int cy = (int)(height/2 + Angles.trnsy(angle, length));
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int waterTiles = 0;
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//check for water presence
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for(int rx = -waterCheckRad; rx <= waterCheckRad; rx++){
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for(int ry = -waterCheckRad; ry <= waterCheckRad; ry++){
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Tile tile = tiles.get(cx + rx, cy + ry);
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if(tile == null || tile.floor().liquidDrop != null){
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waterTiles ++;
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}
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}
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}
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if(waterTiles <= 4 || (i + angleStep >= 360)){
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array.add(spawn = new Room(cx, cy, rand.random(8, 15)));
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break;
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}
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}
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for(Room room : array){
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erase(room.x, room.y, room.radius);
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}
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int connections = rand.random(Math.max(rooms - 1, 1), rooms + 3);
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Room spawn = array.random(rand);
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for(int i = 0; i < connections; i++){
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array.random(rand).connect(array.random(rand));
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}
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@@ -158,11 +186,9 @@ public class TestPlanetGenerator extends PlanetGenerator{
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ores(ores);
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for(Room other : array){
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if(other != spawn){
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// tiles.getn(other.x, other.y).setOverlay(Blocks.spawn);
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}
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}
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Room target = spawn;
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Room furthest = array.max(r -> Mathf.dst(r.x, r.y, target.x, target.y));
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tiles.getn(furthest.x, furthest.y).setOverlay(Blocks.spawn);
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trimDark();
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