DungeonRooms: Added a height probability distribution function.
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@@ -346,10 +346,11 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
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}
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else if (NoCaseCompare(*itr, "DungeonRooms") == 0)
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{
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int GridSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsGridSize", 48);
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int MaxSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMaxSize", 7);
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int MinSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMinSize", 5);
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m_FinishGens.push_back(new cDungeonRoomsFinisher(*m_HeightGen, Seed, GridSize, MaxSize, MinSize));
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int GridSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsGridSize", 48);
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int MaxSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMaxSize", 7);
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int MinSize = a_IniFile.GetValueSetI("Generator", "DungeonRoomsMinSize", 5);
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AString HeightDistrib = a_IniFile.GetValueSet ("Generator", "DungeonRoomsHeightDistrib", "0, 0; 10, 10; 11, 500; 40, 500; 60, 40; 90, 1");
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m_FinishGens.push_back(new cDungeonRoomsFinisher(*m_HeightGen, Seed, GridSize, MaxSize, MinSize, HeightDistrib));
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}
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else if (NoCaseCompare(*itr, "Ice") == 0)
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{
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