Editing Pikmin 2 cave generation

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== Generation ==
== Generation ==
When a sublevel is entered, the game generates it [[random]]ly; it starts by building random terrain, and then populates it with random objects. All randomness is based on a {{w|random seed}} chosen at the start of generation, and this is a 32-bit number where the highest bit is unused, resulting in 2,147,483,648 possible seeds.
When a sublevel is entered, the game generates it [[random]]ly; it starts by building random terrain, and then populates it with random objects.


===Layout===
===Layout===
A sublevel's terrain is composed of several [[cave unit]]s stitched together. Each unit can be a dead end, a corridor, or a room, and has some spots where objects can spawn; each spot contains data about the amount and type of object that can spawn there. In each sublevel's configuration, there is data about which cave units it is allowed to use, and data about how the dead ends, corridors, and rooms should work in terms of quantities. The game then uses this information to randomly create and connect cave units.
A sublevel's terrain is composed of several [[cave units]] stitched together. Each unit can be a dead end, a corridor, or a room, and has some spots where objects can spawn; each spot contains data about the amount and type of object that can spawn there. In each sublevel's configuration, there is data about which cave units it is allowed to use, and data about how the dead ends, corridors, and rooms should work in terms of quantities. The game then uses this information to randomly create and connect cave units.


===Objects===
===Objects===

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