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- TableWeightedRandom class works like the Climate weighting works - LinearWeightedRandom class is like the previous WeightedRandom - WeightedShuffler class has Random.Shuffle-like behavior, while also taking into account the stored weights for sorting
- Instead of picking a room from the pool and then removing all its variants - which gives a 5x chance for a 5 variant room to appear - we're picking one variant of each duplicate group at the start of palace generation. - Probably fixed the other no duplicates flag as it was comparing by object reference - Remove unnecessary while placed loop in Sequential that always ran at most once
(This applies to CoordinatePalaceGenerator only.) - If the roll fails, that palace's drops must have a way back to the entrance - just like when palaces continue after the boss. - Flipped the bool argument to HasInescapableDrop to prevent excessive double negations
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(This builds on the weights PR)
Remove room selection bias for rooms with multiple variants
Extract abstract ShapeCoordinatePalaceGenerator from RandomWalk
Only minor thing here is there is one less check that the room pool contains a drop stub since the room pool is not known in that logic.
Try running FillShapeWithRooms a few times before giving up
Update: added
Add a roll for whether palaces may have one-way drops to bosses