Bugfixes
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@@ -115,20 +115,17 @@ class DungeonGenerator {
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let lastNonWallX = undefined; // x-index of the LAST (eastmost) non-wall tile that we encountered on this row
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for (let x = 0; x < this.width; x++) {
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const isWall = this.map.get(x, y).looksLikeWall;
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if (isWall) {
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//
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if (this.map.get(x, y).isWall()) {
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continue;
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}
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if (firstNonWallX === undefined) {
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firstNonWallX = x;
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}
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firstNonWallX ??= x;
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lastNonWallX = x;
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}
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const onlyWalls = lastNonWallX === undefined;
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if (onlyWalls) {
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// Did this row contain only walls?
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if (firstNonWallX === undefined) {
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continue;
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}
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@@ -226,7 +223,7 @@ class DungeonGenerator {
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continue;
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}
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if (this.map.behavesLikeFloor(x, y)) {
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if (this.map.get(x, y).isFloor()) {
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walkabilityCache.push([x, y]);
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}
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}
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@@ -244,7 +241,7 @@ class DungeonGenerator {
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for (let [x, y] of walkabilityCache) {
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//
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const walkable = (offsetX, offsetY) => this.map.behavesLikeFloor(x + offsetX, y + offsetY);
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const walkable = (offsetX, offsetY) => this.map.isFloorLike(x + offsetX, y + offsetY);
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const surroundingFloorCount =
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0 +
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@@ -281,7 +278,7 @@ class DungeonGenerator {
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continue;
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}
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if (this.map.behavesLikeFloor(x, y)) {
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if (this.map.isFloorLike(x, y)) {
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walkabilityCache.push([x, y]);
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}
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}
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@@ -290,7 +287,7 @@ class DungeonGenerator {
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const idx = this.random(0, walkabilityCache.length - 1);
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const [x, y] = walkabilityCache[idx];
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const walkable = (offsetX, offsetY) => this.map.behavesLikeFloor(x + offsetX, y + offsetY);
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const walkable = (offsetX, offsetY) => this.map.isFloorLike(x + offsetX, y + offsetY);
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//
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// When spawning in, which direction should the player be oriented?
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