Create distribution map for dungeons

* tl;dr T0 - 27%, T1/T2 - 22%, T3/T4 - 11%, T5 - 5%.
Before every dungeon had 16% chance to be created.
This commit is contained in:
juliancoffee 2021-06-20 00:14:54 +03:00
parent ecd61df49b
commit 0ec6a4e5ff
2 changed files with 17 additions and 11 deletions

View File

@ -1,24 +1,25 @@
/// Distribution of different dungeon levels.
///
/// first number is dungeon level, integer
/// second number is probability, any normal positive float (not a NaN, for example)
/// second number is weight, any normal positive float (not a NaN, for example)
///
/// Values are relative to each other,
/// lesser probability means there will be less dungeons.
/// lesser weight means there will be less dungeons of that tier.
///
/// General rules:
/// 1) Probability should not be less or equal to zero
/// 2) Keep it synced with number of dungeon levels
/// 3) Keep these pairs sorted from lowest to highest tier
/// 1) Weight should not be less then zero
/// 2) At least some of weights shouldn't be a zero
/// 3) Keep it synced with number of dungeon levels
/// 4) Keep these pairs sorted from lowest to highest tier
///
/// Tips:
/// 1) Set every probability to 0.0 and left one with any other number
/// and you will have map full of dungeons of same level
([
(0, 1.0),
(1, 1.0),
(2, 1.0),
(3, 1.0),
(4, 1.0),
(0, 5.0),
(1, 4.0),
(2, 4.0),
(3, 2.0),
(4, 2.0),
(5, 1.0),
])

View File

@ -70,7 +70,12 @@ impl Dungeon {
let difficulty = DUNGEON_DISTRIBUTION
.choose_weighted(&mut ctx.rng, |pair| pair.1)
.map(|(difficulty, _)| *difficulty)
.expect("this can never fail");
.unwrap_or_else(|err| {
panic!(
"Failed to choose difficulty (check instruction in config). Error: {}",
err
)
});
let floors = 3 + difficulty / 2;