v0.3.3: added a random maze generator, currently used in the tengu boss fight
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30668278c2
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@ -31,6 +31,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Tengu;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.keys.IronKey;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.MazePainter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.SpearTrap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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@ -286,6 +287,15 @@ public class PrisonBossLevel extends Level {
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HealthIndicator.instance.target(null);
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tengu.sprite.kill();
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Room maze = new Room();
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maze.set(10, 1, 31, 29);
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maze.connected.put(null, new Room.Door(10, 2));
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maze.connected.put(maze, new Room.Door(20, 29));
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MazePainter.paint(this, maze);
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GameScene.resetMap();
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buildFlagMaps();
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cleanWalls();
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GameScene.flash(0xFFFFFF);
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Sample.INSTANCE.play(Assets.SND_BLAST);
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@ -397,39 +407,38 @@ public class PrisonBossLevel extends Level {
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W, W, W, T, T, T, T, T, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
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//TODO: while this hardcoded maze is nice, it would be better to have it random each time.
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private static final int[] MAP_MAZE =
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{ W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, _, _, _, W, W, W, W, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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_, _, _, D, _, _, _, D, _, _, _, _, _, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, W, W,
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W, W, W, W, _, _, _, W, W, W, W, W, W, _, W, _, W, W, W, W, W, W, W, W, W, W, W, _, W, _, W, W,
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W, W, W, W, W, M, W, W, W, W, W, _, _, _, W, _, W, _, _, _, _, _, W, _, _, _, _, _, W, _, W, W,
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W, W, W, W, W, D, W, W, W, W, W, W, W, _, W, _, W, _, W, W, W, W, W, W, W, W, W, _, W, _, W, W,
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W, W, W, W, W, _, W, W, W, W, W, _, _, _, _, _, W, _, _, _, W, _, W, _, _, _, _, _, W, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, W, W, _, W, W, W, _, W, W, W, W, W, _, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, W, _, _, _, _, _, _, _, W, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, W, W, W, W, W, W, W, W, W, _, W, _, W, W, W, W, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, W, _, W, _, W, _, W, _, W, _, W, _, W, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, _, W, _, W, _, W, _, W, _, W, _, W, W, W, W, W, W, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, W, _, W, _, W, _, W, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, W, _, W, W, W, W, W, W, W, _, W, _, W, _, W, _, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, _, W, _, _, _, _, _, W, _, _, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, _, W, W, W, W, W, _, W, _, W, W, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, W, _, W, _, W, _, W, _, _, _, W, _, W, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, W, W, _, W, _, W, _, W, _, W, _, W, W, W, _, W, W, W, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, W, _, _, _, _, _, W, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, W, W, _, W, W, W, _, W, W, W, _, W, _, W, W, W, _, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, W, _, W, _, W, _, W, _, _, _, W, _, W, _, _, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, W, _, W, _, W, W, W, W, W, _, W, W, W, _, W, W, W, W, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, W, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, _, W, _, W, _, W, W, W, _, W, _, W, W, W, W, W, W, W, _, W, W, W, W,
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W, W, W, W, W, _, W, W, W, _, W, _, _, _, W, _, W, _, W, _, _, _, _, _, _, _, W, _, W, _, W, W,
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W, W, W, M, W, D, W, M, W, _, W, W, W, _, W, _, W, _, W, _, W, W, W, W, W, W, W, W, W, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, W, _, _, _, _, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, W, W, _, W, W, W, _, W, W, W, _, W, _, W, _, W, W, W, W, W, W,
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W, W, W, T, T, T, T, T, W, _, W, _, W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, _, W, _, W, W, W, _, W, W, W, W, W, _, W, W, W, W, W, _, W, W,
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W, W, W, T, T, T, T, T, W, _, _, _, _, _, _, _, W, _, _, _, _, _, W, _, _, _, _, _, W, _, W, W,
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W, W, W, W, _, _, _, W, W, M, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W,
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_, _, _, D, _, _, _, D, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, W, _, _, _, W, W, M, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, W, W, M, W, W, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, W, W, D, W, W, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, W, W, _, W, W, W, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, W, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, D, _, D, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, _, _, _, W, _, W, _, _, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, M, W, W, _, W, W, M, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, W, W, _, W, W, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, M, W, D, W, M, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, W, W,
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W, W, W, T, T, T, T, T, W, _, W, W, W, W, W, W, W, W, W, W, _, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, T, T, T, T, T, W, _, _, _, _, _, _, _, _, _, _, _, _, W, W, W, W, W, W, W, W, W, W, W,
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W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W, W};
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private static final int[] MAP_ARENA =
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@ -0,0 +1,123 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.watabou.utils.Random;
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/**
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* Created by Evan on 24/11/2015.
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*/
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public class MazePainter extends Painter {
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public static void paint( Level level, Room room ) {
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fill(level, room, 1, Terrain.EMPTY);
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//true = space, false = wall
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boolean[][] maze = new boolean[room.width() + 1][room.height() + 1];
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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 (Room.Door d : room.connected.values()) {
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if (d.x == x + room.left && d.y == y + room.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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fill(level, room, 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]) {
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fill(level, x + room.left, y + room.top, 1, 1, Terrain.WALL);
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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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