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- remove barriers in chapel tube & tower tube
- change pitfall entry
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@ -1114,7 +1114,7 @@ impl Structure for SeaChapel {
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max: (center + (diameter / 6) - 1).with_z(base - (diameter / 8) + diameter + 1),
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})
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.clear();
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// chapel tube1 glass barrier / gold door
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// chapel tube1 gold window
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painter
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.aabb(Aabb {
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min: Vec3::new(
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@ -1626,13 +1626,6 @@ impl Structure for SeaChapel {
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.with_z(base - (diameter / 8) + diameter - (diameter / 8)),
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})
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.fill(white.clone());
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//chapel floor2 glass barriers in tube
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painter
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.cylinder(Aabb {
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min: (center - 4).with_z(base - (diameter / 8) + diameter - (diameter / 8)),
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max: (center + 4).with_z(base - (diameter / 8) + diameter - (diameter / 8) + 2),
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})
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.fill(glass_barrier.clone());
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//chapel floor2 drawer and potion
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painter.sprite(
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(center - (diameter / 8)).with_z(base - (diameter / 8) + diameter - (diameter / 8)),
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@ -2633,6 +2626,20 @@ impl Structure for SeaChapel {
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max: Vec3::new(
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center_s2.x + 4,
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center_s2.y + 4,
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base - (diameter / 8) + diameter + 1,
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),
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})
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.clear();
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painter
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.cylinder(Aabb {
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min: Vec3::new(
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center_s2.x - 3,
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center_s2.y - 3,
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base - (diameter / 8) + diameter + 1,
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),
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max: Vec3::new(
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center_s2.x + 3,
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center_s2.y + 3,
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base - (diameter / 8) + diameter + 2,
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),
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})
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@ -2652,7 +2659,7 @@ impl Structure for SeaChapel {
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),
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})
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.fill(window_ver2.clone());
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// coral chest
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// chest
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painter.rotated_sprite(
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Vec3::new(
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center_s2.x - 5,
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@ -3368,11 +3375,11 @@ impl Structure for SeaChapel {
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),
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})
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.fill(glass_barrier.clone());
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// Holding Cell Villagers
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let hc_villagers_pos = Vec3::new(center.x, center.y + (diameter / 3), base + 3);
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for _ in 0..(5 + ((RandomField::new(0).get((hc_villagers_pos).with_z(base))) % 5)) {
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// Holding Cell Prisoners
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let prisoners_pos = Vec3::new(center.x, center.y + (diameter / 3), base + 3);
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for _ in 0..(5 + ((RandomField::new(0).get((prisoners_pos).with_z(base))) % 5)) {
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painter.spawn(
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EntityInfo::at(hc_villagers_pos.as_())
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EntityInfo::at(prisoners_pos.as_())
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.with_asset_expect("common.entity.village.villager", &mut rng),
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);
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}
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@ -4447,12 +4454,6 @@ impl Structure for SeaChapel {
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.with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 2);
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let bldg_floor_potion_pos = (bldg_center - (bldg_diameter / 8))
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.with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 3);
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let bldg_floor_glass_barriers = Aabb {
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min: (bldg_center - 4)
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.with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 2),
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max: (bldg_center + 4)
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.with_z(base - (bldg_diameter / 15) + (bldg_diameter / 4) + 3),
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};
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let bldg_floor2_wall = Aabb {
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min: (bldg_center - 4).with_z(
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base - (bldg_diameter / 15) + (bldg_diameter / 2) - (bldg_diameter / 10) + 1,
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@ -4509,9 +4510,6 @@ impl Structure for SeaChapel {
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+ (bldg_diameter / 7)
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- 6,
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);
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let bldg_floor2_sea_cleric_pos = (bldg_center + 5).with_z(
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base - (bldg_diameter / 15) + (bldg_diameter / 2) - (bldg_diameter / 10) + 2,
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);
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// bldg cellar Sea Crocodiles
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let bldg_cellar_sea_croc_pos = Vec3::new(
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bldg_center.x - (bldg_diameter / 8),
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@ -4632,9 +4630,6 @@ impl Structure for SeaChapel {
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painter.aabb(bldg_room3_entry_clear2).clear();
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painter.aabb(bldg_room3_entry_clear3).clear();
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painter.aabb(bldg_room3_entry_clear4).clear();
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painter
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.cylinder(bldg_floor_glass_barriers)
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.fill(glass_barrier.clone());
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painter.cylinder(bldg_floor2_wall).fill(white.clone());
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painter
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.aabb(bldg_floor2_glass_barriers)
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@ -4696,18 +4691,6 @@ impl Structure for SeaChapel {
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),
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)
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}
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// bldg floor2 Sea Clerics
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for _ in 0..(1
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+ ((RandomField::new(0).get((bldg_floor2_sea_cleric_pos).with_z(base)))
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% 2))
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{
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painter.spawn(
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EntityInfo::at(bldg_floor2_sea_cleric_pos.as_()).with_asset_expect(
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"common.entity.dungeon.sea_chapel.sea_cleric",
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&mut rng,
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),
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)
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}
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},
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_ => {},
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};
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