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Perfection achieved?
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@ -259,22 +259,13 @@ void Zone::fractalize()
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}
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}
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else //Scale with treasure density
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else //Scale with treasure density
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{
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{
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/*
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if (treasureValue > 400)
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{
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// A quater at max density - means more free space
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marginFactor = (0.25f + ((std::max(0, (600 - treasureValue))) / (600.f - 400)) * 0.75f);
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}
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*/
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if (treasureValue > 250)
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if (treasureValue > 250)
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{
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{
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// A quater at max density - means more free space
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// A quater at max density - means more free space
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marginFactor = (0.5f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.5f);
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marginFactor = (0.6f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.4f);
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// Add more empty space to treasure zones
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// Low value - dense obstacles
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spanFactor *= (0.5f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.5f);
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spanFactor *= (0.6f + ((std::max(0, (600 - treasureValue))) / (600.f - 250)) * 0.4f);
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}
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}
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else if (treasureValue < 100)
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else if (treasureValue < 100)
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{
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{
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