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##############################################################
# layout_cc.des
#
# These layouts just call C++ functions that do all the work.
#
##############################################################
# layout_basic
#
# TODO: Fill disconnected areas as per [Mantis->9044].
#
NAME: layout_basic
DEPTH: D, Snake, Crypt, Depths, Zot, Pan
WEIGHT: 35 (D), 15 (Snake), 10 (Crypt), 20 (Depths), 20 (Zot), 15 (Pan)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_rooms
TAGS: no_rotate no_vmirror no_hmirror
{{
if not is_validating() then layout_basic() end
}}
MAP
ENDMAP
##############################################################
# layout_bigger_room
#
# Disabled until we can annoy the player less with water monsters.
#
NAME: layout_bigger_room
DEPTH: D:9-, Lair, !Lair:$
WEIGHT: 0
ORIENT: encompass
TAGS: overwritable layout no_primary_vault allow_dup unrand layout_type_open
{{
if not is_validating() then layout_bigger_room() end
}}
MAP
ENDMAP
##############################################################
# layout_chaotic_city
#
# This layout places many non-overlapping boxes, some hollow.
#
# TODO: Lair should have sometimes thicker walls, especially
# on deeper depths so it can be used for the whole branch.
#
NAME: layout_chaotic_city
DEPTH: Lair:1-3, Crypt
WEIGHT: 10, 15 (Crypt)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_city
TAGS: no_rotate no_vmirror no_hmirror
{{
if not is_validating() then
layout_chaotic_city(you.in_branch("Dis") and "metal_wall" or
you.in_branch("Lair") and "rock_wall" or nil)
end
}}
MAP
ENDMAP
##############################################################
# layout_shoals
#
NAME: layout_shoals
DEPTH: Shoals
WEIGHT: 10
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_shoals
{{
if not is_validating() then layout_shoals() end
}}
MAP
ENDMAP
##############################################################
# layout_basic_swamp
#
# Previously named "layout_swamp".
#
NAME: layout_basic_swamp
DEPTH: Swamp
WEIGHT: 20
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_swamp
{{
if is_validating() then return; end
dgn.layout_swamp()
-- Prevent tele closets
-- TODO: there's also code in dungeon.cc (in _build_vault_impl) that does
-- something very similar; do we really need both?
zonify.grid_fill_water_zones(1,"tree")
}}
MAP
ENDMAP
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