v0.6.0: rewrote perimeter rooms
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@ -73,6 +73,30 @@ public abstract class Painter {
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fill( level, rect.left + l, rect.top + t, rect.width() - (l + r), rect.height() - (t + b), value );
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}
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public static void drawLine( Level level, Point from, Point to, int value){
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float x = from.x;
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float y = from.y;
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float dx = to.x - from.x;
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float dy = to.y - from.y;
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boolean movingbyX = Math.abs(dx) >= Math.abs(dy);
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//normalize
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if (movingbyX){
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dy /= Math.abs(dx);
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dx /= Math.abs(dx);
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} else {
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dx /= Math.abs(dy);
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dy /= Math.abs(dy);
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}
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set(level, Math.round(x), Math.round(y), value);
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while((movingbyX && to.x != x) || (!movingbyX && to.y != y)){
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x += dx;
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y += dy;
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set(level, Math.round(x), Math.round(y), value);
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}
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}
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public static Point drawInside( Level level, Room room, Point from, int n, int value ) {
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Point step = new Point();
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@ -23,101 +23,138 @@ 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.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
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import com.watabou.utils.Point;
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import java.util.ArrayList;
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import java.util.Collections;
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//tunnels along the room's perimeter
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//FIXME should be refactored, like shop rooms (which use perimiter logic for item placement)
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public class PerimeterRoom extends ConnectionRoom {
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private static int pasWidth;
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private static int pasHeight;
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public void paint( Level level ) {
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pasWidth = width() - 3;
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pasHeight = height() - 3;
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int floor = level.tunnelTile();
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ArrayList<Integer> joints = new ArrayList<Integer>();
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ArrayList<Point> pointsToFill = new ArrayList<>();
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for (Point door : connected.values()) {
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joints.add( xy2p( this, door ) );
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}
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Collections.sort( joints );
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int nJoints = joints.size();
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int perimeter = pasWidth * 2 + pasHeight * 2;
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int start = 0;
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int maxD = joints.get( 0 ) + perimeter - joints.get( nJoints - 1 );
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for (int i=1; i < nJoints; i++) {
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int d = joints.get( i ) - joints.get( i - 1 );
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if (d > maxD) {
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maxD = d;
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start = i;
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Point p = new Point(door);
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if (p.y == top){
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p.y++;
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} else if (p.y == bottom) {
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p.y--;
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} else if (p.x == left){
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p.x++;
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} else {
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p.x--;
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}
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pointsToFill.add( p );
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}
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int end = (start + nJoints - 1) % nJoints;
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ArrayList<Point> pointsFilled = new ArrayList<>();
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pointsFilled.add(pointsToFill.remove(0));
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int p = joints.get( start );
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do {
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Painter.set( level, p2xy( this, p ), floor );
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p = (p + 1) % perimeter;
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} while (p != joints.get( end ));
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Painter.set( level, p2xy( this, p ), floor );
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Point from = null, to = null;
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int shortestDistance;
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while(!pointsToFill.isEmpty()){
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shortestDistance = Integer.MAX_VALUE;
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for (Point f : pointsFilled){
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for (Point t : pointsToFill){
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int dist = distanceBetweenPoints(f, t);
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if (dist < shortestDistance){
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from = f;
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to = t;
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shortestDistance = dist;
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}
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}
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}
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fillBetweenPoints(level, from, to, floor);
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pointsFilled.add(to);
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pointsToFill.remove(to);
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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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private static int xy2p( Room room, Point xy ) {
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if (xy.y == room.top) {
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private int spaceBetween(int a, int b){
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return Math.abs(a - b)-1;
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}
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return (xy.x - room.left - 1);
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//gets the path distance between two points
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private int distanceBetweenPoints(Point a, Point b){
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//on the same side
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if (a.y == b.y || a.x == b.x){
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return Math.max(spaceBetween(a.x, b.x), spaceBetween(a.y, b.y));
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}
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} else if (xy.x == room.right) {
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//otherwise...
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//subtract 1 at the end to account for overlap
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return
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Math.min(spaceBetween(left, a.x) + spaceBetween(left, b.x),
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spaceBetween(right, a.x) + spaceBetween(right, b.x))
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+
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Math.min(spaceBetween(top, a.y) + spaceBetween(top, b.y),
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spaceBetween(bottom, a.y) + spaceBetween(bottom, b.y))
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-
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1;
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}
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return (xy.y - room.top - 1) + pasWidth;
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private Point[] corners;
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} else if (xy.y == room.bottom) {
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//picks the smallest path to fill between two points
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private void fillBetweenPoints(Level level, Point from, Point to, int floor){
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return (room.right - xy.x - 1) + pasWidth + pasHeight;
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//doors are along the same side
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if (from.y == to.y || from.x == to.x){
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Painter.fill(level,
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Math.min(from.x, to.x),
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Math.min(from.y, to.y),
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spaceBetween(from.x, to.x) + 2,
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spaceBetween(from.y, to.y) + 2,
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floor);
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return;
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}
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} else {
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//set up corners
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if (corners == null){
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corners = new Point[4];
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corners[0] = new Point(left+1, top+1);
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corners[1] = new Point(right-1, top+1);
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corners[2] = new Point(right-1, bottom-1);
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corners[3] = new Point(left+1, bottom-1);
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}
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if (xy.y == room.top + 1) {
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return 0;
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//doors on adjacent sides
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for (Point c : corners){
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if ((c.x == from.x || c.y == from.y) && (c.x == to.x || c.y == to.y)){
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Painter.drawLine(level, from, c, floor);
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Painter.drawLine(level, c, to, floor);
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return;
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}
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}
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//doors on opposite sides
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Point side;
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if (from.y == top+1 || from.y == bottom-1){
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//connect along the left, or right side
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if (spaceBetween(left, from.x) + spaceBetween(left, to.x) <=
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spaceBetween(right, from.x) + spaceBetween(right, to.x)){
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side = new Point(left+1, top + height()/2);
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} else {
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return (room.bottom - xy.y - 1) + pasWidth * 2 + pasHeight;
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side = new Point(right-1, top + height()/2);
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}
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}
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}
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private static Point p2xy( Room room, int p ) {
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if (p < pasWidth) {
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return new Point( room.left + 1 + p, room.top + 1);
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} else if (p < pasWidth + pasHeight) {
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return new Point( room.right - 1, room.top + 1 + (p - pasWidth) );
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} else if (p < pasWidth * 2 + pasHeight) {
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return new Point( room.right - 1 - (p - (pasWidth + pasHeight)), room.bottom - 1 );
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} else {
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return new Point( room.left + 1, room.bottom - 1 - (p - (pasWidth * 2 + pasHeight)) );
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//connect along the top, or bottom side
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if (spaceBetween(top, from.y) + spaceBetween(top, to.y) <=
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spaceBetween(bottom, from.y) + spaceBetween(bottom, to.y)){
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side = new Point(left + width()/2, top+1);
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} else {
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side = new Point(left + width()/2, bottom-1);
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}
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}
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//treat this as two connections with adjacent sides
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fillBetweenPoints(level, from, side, floor);
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fillBetweenPoints(level, side, to, floor);
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}
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}
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