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Committing some maze fixes and trying to reproduce a weird DD bug.
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@@ -28,9 +28,6 @@ Deep minerals:
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descriptor = "resource distribution map"
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real_size = 65 // Must be (power of 2)+1 for diamond-square.
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cell_range = 255 // These values are used to seed ore values rather than to determine a turf type.
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var/cell_base // Set in New()
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var/initial_cell_range // Set in New()
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iterations = 0 // We'll handle iterating on our end (recursive, with args).
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var/chunk_size = 4 // Size each cell represents on map
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@@ -38,6 +35,8 @@ Deep minerals:
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var/random_element = 0.5 // Determines the variance when smoothing out cell values.
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var/deep_val = 0.8 // Threshold for deep metals, set in new as percentage of cell_range.
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var/rare_val = 0.7 // Threshold for rare metal, set in new as percentage of cell_range.
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var/cell_base // Set in New()
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var/initial_cell_range // Set in New()
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/datum/random_map/ore/New()
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rare_val = cell_range * rare_val
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@@ -77,9 +76,6 @@ Deep minerals:
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//Halfassed diamond-square algorithm with some fuckery since it's a single dimension array.
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/datum/random_map/ore/seed_map()
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// Reset size.
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size = real_size-1
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// Instantiate the grid.
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for(var/x = 1, x <= real_size, x++)
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for(var/y = 1, y <= real_size, y++)
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@@ -90,7 +86,7 @@ Deep minerals:
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map[get_map_cell(1,real_size)] = cell_base+rand(initial_cell_range)
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map[get_map_cell(real_size,real_size)] = cell_base+rand(initial_cell_range)
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map[get_map_cell(real_size,1)] = cell_base+rand(initial_cell_range)
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iterate(1,1,1,size) // Start the recursion here.
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iterate(1,1,1,(real_size-1)) // Start the recursion here.
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/datum/random_map/ore/display_map(atom/user)
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