Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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8 changed files with 36 additions and 29 deletions
11
config.cpp
11
config.cpp
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@ -17,17 +17,6 @@ std::wstring Config::wstring(const std::string key) {
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return $converter.from_bytes(str_val);
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}
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std::vector<std::string> Config::keys() {
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// BUG: I mean, c'mon seriously this is how?
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std::vector<std::string> keys;
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for(const auto& el : $config.items()) {
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keys.push_back(el.key());
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}
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return keys;
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}
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std::wstring Config::wstring(const std::string main_key, const std::string sub_key) {
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter;
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const std::string& str_val = $config[main_key][sub_key];
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