v0.6.0: generalized maze logic and made a maze connection room
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2017 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels.features;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
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import com.watabou.utils.Random;
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import com.watabou.utils.Rect;
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public class Maze {
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public static boolean EMPTY = false;
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public static boolean FILLED = true;
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public static boolean[][] generate(Room r){
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boolean[][] maze = new boolean[r.width()][r.height()];
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for (int x = 0; x < maze.length; x++) {
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for (int y = 0; y < maze[0].length; y++) {
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if (x == 0 || x == maze.length - 1 ||
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y == 0 || y == maze[0].length - 1) {
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maze[x][y] = FILLED;
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}
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}
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}
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//set spaces where there are doors
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for (Room.Door d : r.connected.values()) {
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maze[d.x - r.left][d.y - r.top] = EMPTY;
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}
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return generate(maze);
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}
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public static boolean[][] generate(Rect r){
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return generate(r.width()+1, r.height()+1);
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}
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public static boolean[][] generate(int width, int height){
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return generate(new boolean[width][height]);
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}
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public static boolean[][] generate(boolean[][] maze){
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int fails = 0;
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int x, y, moves;
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int[] mov;
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while (fails < 2500) {
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//find a random wall point
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do {
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x = Random.Int(maze.length);
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y = Random.Int(maze[0].length);
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} while (!maze[x][y]);
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//decide on how we're going to move
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mov = decideDirection(maze, x, y);
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if (mov == null) {
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fails++;
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} else {
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fails = 0;
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moves = 0;
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do {
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x += mov[0];
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y += mov[1];
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maze[x][y] = FILLED;
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moves++;
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} while (Random.Int(moves+1) == 0 && checkValidMove(maze, x, y, mov));
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}
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}
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return maze;
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}
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private static int[] decideDirection(boolean[][] maze, int x, int y){
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//attempts to move up
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if (Random.Int(4) == 0 && //1 in 4 chance
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checkValidMove(maze, x, y, new int[]{0, -1})){
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return new int[]{0, -1};
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}
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//attempts to move right
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if (Random.Int(3) == 0 && //1 in 3 chance
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checkValidMove(maze, x, y, new int[]{1, 0})){
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return new int[]{1, 0};
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}
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//attempts to move down
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if (Random.Int(2) == 0 && //1 in 2 chance
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checkValidMove(maze, x, y, new int[]{0, 1})){
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return new int[]{0, 1};
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}
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//attempts to move left
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if (
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checkValidMove(maze, x, y, new int[]{-1, 0})){
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return new int[]{-1, 0};
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}
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return null;
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}
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private static boolean checkValidMove( boolean[][] maze, int x, int y, int[] mov){
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int sideX = 1 - Math.abs(mov[0]);
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int sideY = 1 - Math.abs(mov[1]);
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//checking two tiles forward in the movement, and the tiles to their left/right
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for (int i = 0; i < 2; i ++) {
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x += mov[0];
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y += mov[1];
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//checks if tiles we're examining are valid and open
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if ( x > 0 && x < maze.length-1 && y > 0 && y < maze[0].length-1 &&
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!maze[x][y] && !maze[x + sideX][y+ sideY] && !maze[x - sideX][y - sideY]){
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continue;
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} else {
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return false;
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}
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}
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return true;
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}
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}
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@ -23,8 +23,8 @@ package com.shatteredpixel.shatteredpixeldungeon.levels.rooms;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Maze;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.watabou.utils.Random;
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//TODO figure out where this should go, tunnel room type perhaps?
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//TODO figure out where this should go, tunnel room type perhaps?
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public class MazeRoom extends Room {
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public class MazeRoom extends Room {
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@ -33,110 +33,15 @@ public class MazeRoom extends Room {
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Painter.fill(level, this, 1, Terrain.EMPTY);
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Painter.fill(level, this, 1, Terrain.EMPTY);
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//true = space, false = wall
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//true = space, false = wall
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boolean[][] maze = new boolean[width()][height()];
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boolean[][] maze = Maze.generate(this);
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for (int x = 0; x < maze.length; x++) {
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for (int y = 0; y < maze[0].length; y++) {
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if (x == 0 || x == maze.length - 1 ||
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y == 0 || y == maze[0].length - 1) {
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//set spaces where there are doors
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for (Door d : connected.values()) {
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if (d.x == x + left && d.y == y + top) {
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maze[x][y] = true;
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break;
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}
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}
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} else {
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maze[x][y] = true;
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}
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}
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}
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int fails = 0;
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while (fails < 10000) {
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//find a random wall point
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int x, y;
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do {
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x = Random.Int(maze.length);
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y = Random.Int(maze[0].length);
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} while (maze[x][y]);
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//decide on how we're going to move
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int[] mov = decideDirection(maze, x, y);
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if (mov == null) {
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fails++;
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} else {
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fails = 0;
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int moves = 0;
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do {
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x += mov[0];
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y += mov[1];
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maze[x][y] = false;
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moves++;
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} while (Random.Int(moves+1) == 0 && checkValidMove(maze, x, y, mov));
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}
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}
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Painter.fill(level, this, 1, Terrain.EMPTY);
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Painter.fill(level, this, 1, Terrain.EMPTY);
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for (int x = 0; x < maze.length; x++)
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for (int x = 0; x < maze.length; x++)
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for (int y = 0; y < maze[0].length; y++) {
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for (int y = 0; y < maze[0].length; y++) {
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if (!maze[x][y]) {
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if (maze[x][y] == Maze.FILLED) {
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Painter.fill(level, x + left, y + top, 1, 1, Terrain.WALL);
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Painter.fill(level, x + left, y + top, 1, 1, Terrain.WALL);
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}
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}
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}
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}
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}
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}
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private static int[] decideDirection(boolean[][] maze, int x, int y){
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//attempts to move up
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if (Random.Int(4) == 0 && //1 in 4 chance
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checkValidMove(maze, x, y, new int[]{0, -1})){
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return new int[]{0, -1};
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}
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//attempts to move right
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if (Random.Int(3) == 0 && //1 in 3 chance
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checkValidMove(maze, x, y, new int[]{1, 0})){
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return new int[]{1, 0};
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}
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//attempts to move down
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if (Random.Int(2) == 0 && //1 in 2 chance
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checkValidMove(maze, x, y, new int[]{0, 1})){
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return new int[]{0, 1};
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}
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//attempts to move left
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if (
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checkValidMove(maze, x, y, new int[]{-1, 0})){
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return new int[]{-1, 0};
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}
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return null;
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}
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private static boolean checkValidMove( boolean[][] maze, int x, int y, int[] mov){
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int sideX = 1 - Math.abs(mov[0]);
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int sideY = 1 - Math.abs(mov[1]);
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//checking two tiles forward in the movement, and the tiles to their left/right
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for (int i = 0; i < 2; i ++) {
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x += mov[0];
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y += mov[1];
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//checks if tiles we're examining are valid and open
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if ( x > 0 && x < maze.length-1 && y > 0 && y < maze[0].length-1 &&
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maze[x][y] && maze[x + sideX][y+ sideY] && maze[x - sideX][y - sideY]){
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continue;
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} else {
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return false;
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}
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}
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return true;
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}
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}
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}
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@ -0,0 +1,52 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2017 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.connection;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Maze;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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public class MazeConnectionRoom extends ConnectionRoom {
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@Override
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public void paint(Level level) {
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super.paint(level);
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Painter.fill(level, this, 1, Terrain.EMPTY);
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//true = space, false = wall
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boolean[][] maze = Maze.generate(this);
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Painter.fill(level, this, 1, Terrain.EMPTY);
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for (int x = 0; x < maze.length; x++)
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for (int y = 0; y < maze[0].length; y++) {
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if (maze[x][y] == Maze.FILLED) {
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Painter.fill(level, x + left, y + top, 1, 1, Terrain.WALL);
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}
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}
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for (Door door : connected.values()) {
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door.set( Door.Type.TUNNEL );
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}
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}
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}
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