fixed a bug with trap and monster marker generation

This commit is contained in:
grimsace
2026-05-21 13:26:41 -05:00
parent d53e5297c7
commit 7dce28398c
+7 -5
View File
@@ -22,13 +22,13 @@ pub fn populate_random_markers(mut layout: DungeonLayout, settings: &UiSettings)
}
let start_count = random_range_inclusive(
settings.min_start_marker_count,
settings.max_start_marker_count,
settings.min_start_marker_count.max(1),
settings.max_start_marker_count.max(1),
seed::derive_seed(settings.seed, 10_001),
);
let end_count = random_range_inclusive(
settings.min_end_marker_count,
settings.max_end_marker_count,
settings.min_end_marker_count.max(1),
settings.max_end_marker_count.max(1),
seed::derive_seed(settings.seed, 10_002),
);
let pair_count = start_count.min(end_count);
@@ -89,7 +89,9 @@ pub fn populate_random_markers(mut layout: DungeonLayout, settings: &UiSettings)
// Generates range inclusive.
pub fn random_range_inclusive(min: usize, max: usize, seed_value: u64) -> usize {
let min = min.max(1);
if max == 0 {
return 0;
}
let max = max.max(min);
let span = max - min + 1;
min + (seed_value as usize % span)