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Pokémon R/B: Fix Rock Tunnel B1F randomization (#4670)
* Bottom to central path sealed off * Bottom-to-left-path to right path sealed off * Central opening (r4444): Left unsealed, paths seperated * Top right half rocks fixed * Middle to top opening sealed * Right hallway seal correctly positioned * Top right ladder: Fixed overlapping walls
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@@ -177,7 +177,11 @@ def randomize_rock_tunnel(data, random):
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if random.randint(0, 1):
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floor(10, 7)
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floor(11, 7)
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tall(random.randint(12, 17), 8)
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if current_map[10][13]==1:
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# (13,10) is floor
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tall(random.randint(14, 16), 8)
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else:
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tall(random.randint(12, 16), 8)
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else:
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floor(12, 5)
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floor(12, 6)
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@@ -185,8 +189,10 @@ def randomize_rock_tunnel(data, random):
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wide(17, random.randint(3, 5))
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r = random.choice([1, 3])
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floor(12, r)
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floor(12, + 1)
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floor(12, r + 1)
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if current_map[4][12] + current_map[5][12] == 2:
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# (12,4) and (12,5) are floor
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wide(11,4)
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elif c == 2:
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r = random.randint(0, 6)
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if r == 0:
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@@ -221,6 +227,9 @@ def randomize_rock_tunnel(data, random):
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#early block
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wide(13, random.randint(2, 5))
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tall(random.randint(14, 15), 1)
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if not 1 in (current_map[1][14],current_map[2][13]):
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# wide(13,2) and tall(14,1) overlap
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single(13,2)
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elif r == 1:
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if random.randint(0, 1):
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tall(16, 5)
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@@ -243,19 +252,34 @@ def randomize_rock_tunnel(data, random):
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r = random.randint(r, 6)
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if r == 6:
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#late open
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r2 = random.randint(0, 2)
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floor(1 + (r2 * 2), 14)
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floor(2 + (r2 * 2), 14)
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if random.randint(0, 1):
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floor(1, 14)
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floor(2, 14)
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else:
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floor(3, 14)
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floor(4, 14)
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elif r == 5:
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floor(6, 12)
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floor(6, 13)
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if random.randint(0,1):
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floor(6, 12)
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floor(6, 13)
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else:
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floor(5, 14)
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floor(6, 14)
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elif r == 4:
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if random.randint(0, 1):
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floor(6, 11)
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floor(7, 11)
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else:
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floor(8, 11)
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floor(9, 11)
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if current_map[12][10]==32:
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# (10,12) is wide
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single(9, 11)
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else:
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floor(9, 11)
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if 31 in (current_map[8][6],current_map[8][7]):
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# (6,7) or (7,7) are tall
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floor(6, 10)
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wide(7, 9)
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elif r == 3:
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floor(9, 9)
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floor(9, 10)
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