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@@ -4,115 +4,173 @@ using UnityEngine;
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namespace Hallucinate.GameSetup.Maze
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{
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/// <summary>
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/// Wilson's Algorithm implementation based on the original provided logic.
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/// Ensures paths are sparse and correctly finalized using specific neighbor constraints.
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/// </summary>
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public class WilsonsAlgorithm : IMazeAlgorithm
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{
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private const int MinBoundary = 2;
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private const int MaxIterationSafety = 5000;
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private const int TargetPathNeighbours = 1;
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private const int MaxIterationSafety = 5000;
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private const int MaxWalkSteps = 5000;
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private readonly List<MapLocation> _directions = new List<MapLocation>()
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{
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new MapLocation(1, 0), new MapLocation(0, 1), new MapLocation(-1, 0), new MapLocation(0, -1)
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};
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private readonly List<MapLocation> _directions = MapLocation.Directions;
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private List<MapLocation> _notUsed = new List<MapLocation>();
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public void Generate(MazeGrid grid)
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{
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int x = Random.Range(MinBoundary, grid.Width - MinBoundary);
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int z = Random.Range(MinBoundary, grid.Depth - MinBoundary);
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// 1. Create a starting finalized cell (Type.Corridor represents state 2)
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int x = Random.Range(MinBoundary, grid.Width - 1);
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int z = Random.Range(MinBoundary, grid.Depth - 1);
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grid.SetCell(x, z, MazeCellType.Corridor);
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while (GetAvailableCells(grid).Count > 1)
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int safety = 0;
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while (GetAvailableCells(grid) > 1 && safety < MaxIterationSafety)
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{
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PerformRandomWalk(grid, null, 0);
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RandomWalkSync(grid);
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safety++;
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}
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}
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public IEnumerator GenerateStepByStep(MazeGrid grid, float interval)
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{
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int x = Random.Range(MinBoundary, grid.Width - MinBoundary);
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int z = Random.Range(MinBoundary, grid.Depth - MinBoundary);
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int x = Random.Range(MinBoundary, grid.Width - 1);
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int z = Random.Range(MinBoundary, grid.Depth - 1);
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grid.SetCell(x, z, MazeCellType.Corridor);
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yield return new WaitForSeconds(interval);
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while (true)
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int safety = 0;
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while (GetAvailableCells(grid) > 1 && safety < MaxIterationSafety)
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{
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var available = GetAvailableCells(grid);
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if (available.Count <= 1) break;
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yield return PerformRandomWalk(grid, available, interval);
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yield return RandomWalk(grid, interval);
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safety++;
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}
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}
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private List<MapLocation> GetAvailableCells(MazeGrid grid)
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{
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List<MapLocation> available = new List<MapLocation>();
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for (int z = 1; z < grid.Depth - 1; z++)
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{
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for (int x = 1; x < grid.Width - 1; x++)
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{
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if (CountPathNeighbours(grid, x, z) == 0)
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available.Add(new MapLocation(x, z));
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}
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}
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return available;
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}
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private int CountPathNeighbours(MazeGrid grid, int x, int z)
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/// <summary>
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/// Counts neighbors that are already part of the finalized maze (State 2 / Corridor).
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/// </summary>
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private int CountFinalizedNeighbours(MazeGrid grid, int x, int z)
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{
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int count = 0;
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foreach (var d in _directions)
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{
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if (grid.GetCell(x + d.x, z + d.z) == MazeCellType.Corridor) count++;
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if (grid.GetCell(x + d.x, z + d.z) == MazeCellType.Corridor)
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{
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count++;
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}
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}
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return count;
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}
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private IEnumerator PerformRandomWalk(MazeGrid grid, List<MapLocation> available, float interval)
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private int GetAvailableCells(MazeGrid grid)
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{
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_notUsed.Clear();
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for (int z = 1; z < grid.Depth - 1; z++)
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{
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for (int x = 1; x < grid.Width - 1; x++)
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{
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if (CountFinalizedNeighbours(grid, x, z) == 0)
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{
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_notUsed.Add(new MapLocation(x, z));
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}
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}
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}
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return _notUsed.Count;
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}
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private void RandomWalkSync(MazeGrid grid)
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{
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if (_notUsed.Count == 0) return;
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List<MapLocation> inWalk = new List<MapLocation>();
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int rStart = Random.Range(0, available.Count);
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int cx = available[rStart].x;
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int cz = available[rStart].z;
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int rStartIndex = Random.Range(0, _notUsed.Count);
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int cx = _notUsed[rStartIndex].x;
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int cz = _notUsed[rStartIndex].z;
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inWalk.Add(new MapLocation(cx, cz));
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bool pathFound = false;
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int safety = 0;
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while (grid.IsInBounds(cx, cz) && !pathFound && safety < MaxIterationSafety)
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int loop = 0;
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bool validPath = false;
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while (cx > 0 && cx < grid.Width - 1 && cz > 0 && cz < grid.Depth - 1 && loop < MaxWalkSteps && !validPath)
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{
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grid.SetCell(cx, cz, MazeCellType.Processing);
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if (interval > 0) yield return new WaitForSeconds(interval);
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// Mark as temporary walk (State 0 / Processing)
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// Note: We don't set grid cell here in sync mode to avoid triggering events unnecessarily
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// but we keep track of neighbors.
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if (CountFinalizedNeighbours(grid, cx, cz) > 1) break;
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if (CountPathNeighbours(grid, cx, cz) > 1) break;
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MapLocation rd = _directions[Random.Range(0, _directions.Count)];
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int nx = cx + rd.x;
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int nz = cz + rd.z;
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int rd = Random.Range(0, _directions.Count);
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int nx = cx + _directions[rd].x;
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int nz = cz + _directions[rd].z;
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if (grid.CountSquareNeighbours(nx, nz, MazeCellType.Processing) < 2)
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// User's original constraint: CountSquareNeighbours (nx, nz) < 2
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if (CountFinalizedNeighbours(grid, nx, nz) < 2)
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{
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cx = nx;
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cz = nz;
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inWalk.Add(new MapLocation(cx, cz));
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}
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pathFound = CountPathNeighbours(grid, cx, cz) == TargetPathNeighbours;
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safety++;
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validPath = CountFinalizedNeighbours(grid, cx, cz) == 1;
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loop++;
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}
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if (pathFound)
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if (validPath)
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{
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foreach (var m in inWalk)
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{
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foreach (MapLocation m in inWalk)
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grid.SetCell(m.x, m.z, MazeCellType.Corridor);
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if (interval > 0) yield return new WaitForSeconds(interval * 0.5f);
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}
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}
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private IEnumerator RandomWalk(MazeGrid grid, float interval)
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{
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if (_notUsed.Count == 0) yield break;
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List<MapLocation> inWalk = new List<MapLocation>();
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int rStartIndex = Random.Range(0, _notUsed.Count);
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int cx = _notUsed[rStartIndex].x;
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int cz = _notUsed[rStartIndex].z;
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inWalk.Add(new MapLocation(cx, cz));
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int loop = 0;
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bool validPath = false;
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while (cx > 0 && cx < grid.Width - 1 && cz > 0 && cz < grid.Depth - 1 && loop < MaxWalkSteps && !validPath)
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{
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grid.SetCell(cx, cz, MazeCellType.Processing); // State 0
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if (interval > 0) yield return new WaitForSeconds(interval);
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if (CountFinalizedNeighbours(grid, cx, cz) > 1) break;
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MapLocation rd = _directions[Random.Range(0, _directions.Count)];
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int nx = cx + rd.x;
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int nz = cz + rd.z;
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if (CountFinalizedNeighbours(grid, nx, nz) < 2)
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{
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cx = nx;
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cz = nz;
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inWalk.Add(new MapLocation(cx, cz));
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}
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validPath = CountFinalizedNeighbours(grid, cx, cz) == 1;
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loop++;
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}
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if (validPath)
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{
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foreach (MapLocation m in inWalk)
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{
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grid.SetCell(m.x, m.z, MazeCellType.Corridor); // State 2
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}
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}
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else
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{
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foreach (var m in inWalk)
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grid.SetCell(m.x, m.z, MazeCellType.Wall);
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foreach (MapLocation m in inWalk)
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grid.SetCell(m.x, m.z, MazeCellType.Wall); // State 1
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}
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inWalk.Clear();
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}
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}
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}
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