Fixed monster rooms having matching locks
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16 changed files with 6470 additions and 28709 deletions
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@ -15,7 +15,7 @@ class Program
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// Call the method you want to run
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int width = 30;
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int height = 20;
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int height = 30;
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DungeonMap map = generator.GenerateDungeon(width, height, 5);
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DungeonLockPopulator.PopulateLocksOfDungeon(map);
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DungeonLockPopulator.AddExtraLocksToMonsterRooms(map.GetMonsterRooms());
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@ -128,7 +128,8 @@ namespace DungeonMapGenerator
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int extraLockCounter = 0;
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foreach (Room adjacentRoom in monsterRoom.GetAdjacentRooms())
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{
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if (Lock.VeryHardLocks.All(l => l.GetLock() != adjacentRoom.Lock.GetLock()))
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if (Lock.VeryHardLocks.All(l => l.GetLock() != adjacentRoom.Lock.GetLock())
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&& monsterRoom.GetBlockingRooms().All(room => room.Lock.GetLock() != adjacentRoom.Lock.GetLock()))
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{
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if (extraLockCounter < maxExtraMonsterRoomLocks)
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{
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@ -147,7 +148,8 @@ namespace DungeonMapGenerator
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int extraLockCounter = 0;
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foreach (Room adjacentRoom in bossRoom.GetAdjacentRooms())
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{
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if (Lock.VeryHardLocks.All(l => l.GetLock() != adjacentRoom.Lock.GetLock()))
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if (Lock.VeryHardLocks.All(l => l.GetLock() != adjacentRoom.Lock.GetLock()
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&& bossRoom.GetBlockingRooms().All(room => room.Lock.GetLock() != adjacentRoom.Lock.GetLock()))) // No duplicates
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{
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if (extraLockCounter < maxExtraBossRooms)
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{
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