myk002
d8b5ac41d9
ensure soil tiles get randomized variants
2021-08-01 23:30:04 -07:00
myk002
98fd6effdc
generate random time variants where applicable
2021-08-01 07:07:20 -07:00
myk002
92701d6da7
connect smooth walls to doors
2021-07-30 13:09:20 -07:00
myk002
3c8a174a68
use pillars for wall ends instead of NS or EW
2021-07-30 13:09:20 -07:00
myk002
79bdf36ed4
expose link_adjacent_smooth_walls to lua
...
so build-now can use it
2021-07-30 13:09:20 -07:00
myk002
c1665f35b4
fix off by one error
2021-07-30 13:09:20 -07:00
myk002
a6c62a025f
unhide properly when digging at visible edges
2021-07-30 13:09:20 -07:00
myk002
0b703d9818
fix adjacent smooth walls when we dig one out
2021-07-30 13:09:19 -07:00
myk002
48f90da72e
remove extra return
2021-07-30 13:09:19 -07:00
myk002
c807398eff
remove old reference to dig-now.h
2021-07-30 13:09:18 -07:00
myk002
93d67dd51e
export dig_now_tile over Lua
2021-07-30 13:09:18 -07:00
myk002
fc19fb6785
add external api: dig_now_tile(out, pos)
2021-07-30 13:09:18 -07:00
myk002
1a19c3a944
ramp/channel: don't dig into undiggable tiles
2021-07-30 13:09:18 -07:00
myk002
d6c9f99c61
don't overflow prod->count. it's a measly int16_t
2021-07-30 13:09:18 -07:00
myk002
aa1cbc95db
skip marker mode dig designations
2021-07-30 13:09:18 -07:00
myk002
1670cfab05
also "and" -> "&&"
2021-07-30 13:09:18 -07:00
myk002
dfc938a99d
omg lua is ruining me
...
on the other hand, why doesn't MSVC just support "or" to mean "||"?
2021-07-30 13:09:17 -07:00
myk002
59a34c6d17
remove ramp tops when channeling
...
we normally take care of any ramp tops above the channeled tile when we dig the ramp below the channeled
tile, but that logic might not run if we channel down into empty space
(or undiggable tiles)
2021-07-30 13:09:17 -07:00
myk002
662f2cc616
don't dig the undiggable
2021-07-30 13:09:17 -07:00
myk002
5c853644f0
let newly uncontained water flow
2021-07-30 13:09:17 -07:00
myk002
7ea8c843b1
allow digging of surface tiles
...
now that we handle colonies
2021-07-30 13:09:17 -07:00
myk002
8349afa39b
destroy colonies when digging a ramp underneath
2021-07-30 13:09:14 -07:00
myk002
c645cd5454
move units and items to ground when it disappears
2021-07-30 13:09:14 -07:00
myk002
61a18b14be
fix adjacent smooth walls when smoothing
2021-07-30 13:09:14 -07:00
myk002
c1dcaa4378
generate gems as ROUGH, not BOULDER
...
also fix missing dug_tile indices when channels are dug
also fix second boulder/gem being generated with a potentially incorrect
probability when digging channels and ramps
2021-07-30 13:09:13 -07:00
myk002
71c605afd4
make options configurable and document
2021-07-30 13:09:13 -07:00
myk002
f1b38fb6f6
fix up comments
2021-07-30 13:09:13 -07:00
myk002
6bc2a2bdad
implement tile smoothing
2021-07-30 13:09:13 -07:00
myk002
d7f417051d
implement track carving
2021-07-30 13:09:13 -07:00
myk002
5f7dc86c5c
optionally dump generated boulders at pos
2021-07-30 13:09:13 -07:00
myk002
52e666a45a
produce boulders from digging as per game rules
...
also add options struct for later configurability
2021-07-30 13:09:13 -07:00
myk002
02d7d4c5b6
clean up top-level logic
2021-07-30 13:09:12 -07:00
myk002
fc932d2850
use reveal.unhideFlood instead of our dup impl
2021-07-30 13:09:12 -07:00
myk002
a5b70ba163
rename dig-dug to dig-now
2021-07-30 13:09:12 -07:00