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Make hard rooms (acid/concrete) only appear farther out from the center on upper levels
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@ -47,6 +47,16 @@ local disabled_for_deconstruction = {
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['crash-site-spaceship-wreck-small-6'] = true
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}
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local function enable_hard_rooms(position, surface_index)
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dungeon_table = DungeonsTable.get_dungeontable()
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floor = surface_index - dungeon_table.original_surface_index
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floor_mindist = 200 - floor * 10
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if floor_mindist < 80 then -- all dirtlands within this
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return true
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end
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return position.x ^ 2 + position.y ^ 2 > floor_mindist^2
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end
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local function get_biome(position, surface_index)
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--if not a then return "concrete" end
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if position.x ^ 2 + position.y ^ 2 < 6400 then
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@ -64,13 +74,17 @@ local function get_biome(position, surface_index)
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if Get_noise('dungeons', position, seed + seed_addition * a) > 0.60 then
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return 'doom'
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end
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a = a + 1
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if Get_noise('dungeons', position, seed + seed_addition * a) > 0.62 then
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return 'acid_zone'
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end
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a = a + 1
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if Get_noise('dungeons', position, seed + seed_addition * a) > 0.60 then
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return 'concrete'
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if enable_hard_rooms(position, surface_index) then
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a = a + 1
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if Get_noise('dungeons', position, seed + seed_addition * a) > 0.62 then
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return 'acid_zone'
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end
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a = a + 1
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if Get_noise('dungeons', position, seed + seed_addition * a) > 0.60 then
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return 'concrete'
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end
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else
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a = a + 2
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end
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a = a + 1
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if Get_noise('dungeons', position, seed + seed_addition * a) > 0.71 then
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