Update
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@@ -29,7 +29,11 @@ namespace Hallucinate.GameSetup.Maze
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if (grid.CountSquareNeighbours(w.x, w.z, MazeCellType.Corridor) == TargetCorridorNeighbours)
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{
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grid.SetCell(w.x, w.z, MazeCellType.Corridor);
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walls.AddRange(GetNeighbouringWalls(grid, w.x, w.z));
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foreach (var nw in GetNeighbouringWalls(grid, w.x, w.z))
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{
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if (!walls.Contains(nw)) walls.Add(nw);
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}
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}
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iterations++;
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}
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@@ -43,7 +47,6 @@ namespace Hallucinate.GameSetup.Maze
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yield return new WaitForSeconds(interval);
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List<MapLocation> walls = GetNeighbouringWalls(grid, x, z);
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foreach(var w in walls) grid.SetCell(w.x, w.z, MazeCellType.Processing);
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int iterations = 0;
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@@ -58,8 +61,7 @@ namespace Hallucinate.GameSetup.Maze
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grid.SetCell(w.x, w.z, MazeCellType.Corridor);
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if (interval > 0) yield return new WaitForSeconds(interval);
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var newWalls = GetNeighbouringWalls(grid, w.x, w.z);
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foreach(var nw in newWalls)
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foreach (var nw in GetNeighbouringWalls(grid, w.x, w.z))
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{
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if (grid.GetCell(nw.x, nw.z) == MazeCellType.Wall)
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{
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@@ -70,8 +72,8 @@ namespace Hallucinate.GameSetup.Maze
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}
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else
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{
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if(grid.GetCell(w.x, w.z) == MazeCellType.Processing)
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grid.SetCell(w.x, w.z, MazeCellType.Wall);
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// If it's no longer a candidate, turn it back to Wall
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grid.SetCell(w.x, w.z, MazeCellType.Wall);
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}
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iterations++;
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}
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@@ -83,10 +85,19 @@ namespace Hallucinate.GameSetup.Maze
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foreach (var dir in MapLocation.Directions)
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{
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int nx = x + dir.x;
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int nz = z + dir.z;
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if (grid.IsInBounds(nx, nz) && grid.GetCell(nx, nz) == MazeCellType.Wall)
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int nz = z + dir.z;
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// Correction
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nx = x + dir.x;
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nz = z + dir.z;
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if (grid.IsInBounds(nx, nz))
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{
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neighbours.Add(new MapLocation(nx, nz));
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MazeCellType type = grid.GetCell(nx, nz);
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if (type == MazeCellType.Wall || type == MazeCellType.Processing)
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{
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neighbours.Add(new MapLocation(nx, nz));
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}
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}
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}
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return neighbours;
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