Vault/BSP based level generator, part 1
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301
lib/gen/generator.dart
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301
lib/gen/generator.dart
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import 'dart:developer';
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import 'dart:math' as math;
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import 'package:dartterm/world/level.dart';
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enum Direction {
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up,
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left,
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down,
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right,
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}
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class Vaults {
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List<Vault> _primitive = [];
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static Future<Vaults> load(String filename) async {
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// TODO
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return Vaults();
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}
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Vault generateBoxed(math.Random random, Requirement req) {
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var vx = req.vx;
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var vy = req.vy;
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var tiles = [
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for (var y = 0; y < vy; y++)
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for (var x = 0; x < vx; x++) LevelTile.wall
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];
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var v = Vault(tiles, vx, vy, req.smooth);
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if (req.vx < 2 || req.vy < 2) {
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return v;
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}
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var req2 = Requirement(vx - 2, vy - 2, req.smooth);
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var inner = generate(random, req2);
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v.blitFrom(inner, 1, 1);
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return v;
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}
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Vault generate(math.Random random, Requirement requirement) {
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// TODO: Pick a relevant vault from the vaults file if possible
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//
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// First of all: randomize orientation.
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// This way we only have to consider one kind of spilt
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var orientation = randomOrientation(random);
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// Try to make vx the long axis if possible
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var req2 = requirement.unReorient(orientation);
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if (req2.vy > (req2.vx - 2) * 3 / 2) {
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orientation = (orientation + 2) % 8; // rotate once more
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}
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req2 = requirement.unReorient(orientation);
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var out2 = _generate(random, req2);
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var out1 = out2.reorient(orientation);
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log("$orientation ${requirement.vx} ${requirement.vy} ${req2.vx} ${req2.vy} ${out2.vx} ${out2.vy} ${out1.vx} ${out1.vy}");
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assert(out1.vx == requirement.vx);
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assert(out1.vy == requirement.vy);
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return out1;
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}
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Vault _generate(math.Random random, Requirement req) {
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var vx = req.vx;
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var vy = req.vy;
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var tiles = [
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for (var y = 0; y < vy; y++)
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for (var x = 0; x < vx; x++) LevelTile.wall
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];
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var v = Vault(tiles, vx, vy, req.smooth);
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if (vx < 3 || vx * vy < 10) {
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v.clear(LevelTile.floor);
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} else {
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// pick a split point
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var splitVx = random.nextInt(vx - 2) + 1;
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var reqLeft = Requirement(splitVx, vy, req.smooth.clone());
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reqLeft.smooth.directions.add(Direction.right);
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var reqRight = Requirement((vx - splitVx - 1), vy, req.smooth.clone());
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reqRight.smooth.directions.add(Direction.left);
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var vaultLeft = generate(random, reqLeft);
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var vaultRight = generate(random, reqRight);
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v.blitFrom(vaultLeft, 0, 0);
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v.blitFrom(vaultRight, splitVx + 1, 0);
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}
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return v;
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}
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}
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// TODO: There are many more efficient ways to do this
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class DirectionSet {
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final Set<Direction> directions;
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DirectionSet(this.directions);
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DirectionSet flip() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.up);
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case Direction.left:
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ds2.directions.add(Direction.right);
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case Direction.down:
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ds2.directions.add(Direction.down);
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case Direction.right:
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ds2.directions.add(Direction.left);
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}
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}
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return ds2;
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}
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DirectionSet rotateLeft() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.left);
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case Direction.left:
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ds2.directions.add(Direction.down);
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case Direction.down:
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ds2.directions.add(Direction.right);
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case Direction.right:
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ds2.directions.add(Direction.up);
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}
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}
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return ds2;
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}
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DirectionSet rotateRight() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.right);
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case Direction.right:
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ds2.directions.add(Direction.down);
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case Direction.down:
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ds2.directions.add(Direction.left);
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case Direction.left:
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ds2.directions.add(Direction.up);
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}
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}
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return ds2;
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}
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DirectionSet clone() {
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var ds2 = DirectionSet({});
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ds2.directions.addAll(directions);
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return ds2;
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}
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}
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class Requirement {
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final int vx, vy;
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final DirectionSet smooth;
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Requirement(this.vx, this.vy, this.smooth);
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Requirement flip() {
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return Requirement(vx, vy, smooth.flip());
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}
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Requirement rotateLeft() {
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return Requirement(vy, vx, smooth.rotateLeft());
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}
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Requirement rotateRight() {
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return Requirement(vy, vx, smooth.rotateRight());
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}
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Requirement unReorient(int r) {
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assert(r >= 0 && r < 8);
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Requirement o = this;
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if (r % 2 == 1) {
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o = o.flip();
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r -= 1;
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}
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while (r >= 2) {
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o = o.rotateLeft();
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r -= 2;
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}
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return o;
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}
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}
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class Vault {
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final List<LevelTile> tiles;
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final int vx, vy;
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final DirectionSet smooth;
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Vault(this.tiles, this.vx, this.vy, this.smooth) {
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assert(tiles.length == vx * vy);
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}
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static Vault fromVaultData(List<LevelTile> tiles, int vx, int vy) {
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assert(tiles.length == vx * vy);
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var smooth = {
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Direction.up,
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Direction.left,
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Direction.down,
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Direction.right
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};
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for (var x = 0; x < vx; x++) {
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if (tiles[x + 0 * vx] == LevelTile.wall) {
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smooth.remove(Direction.up);
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break;
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}
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}
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for (var x = 0; x < vx; x++) {
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if (tiles[x + (vy - 1) * vx] == LevelTile.wall) {
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smooth.remove(Direction.down);
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break;
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}
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}
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for (var y = 0; y < vy; y++) {
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if (tiles[0 + y * vx] == LevelTile.wall) {
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smooth.remove(Direction.left);
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break;
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}
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}
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for (var y = 0; y < vy; y++) {
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if (tiles[vx - 1 + y * vx] == LevelTile.wall) {
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smooth.remove(Direction.right);
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break;
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}
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}
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return Vault(tiles, vx, vy, DirectionSet(smooth));
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}
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void clear(LevelTile lt) {
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for (var y = 0; y < vy; y++) {
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for (var x = 0; x < vx; x++) {
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tiles[y * vx + x] = lt;
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}
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}
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}
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void blitFrom(Vault other, int dx, int dy) {
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assert(dx >= 0);
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assert(dy >= 0);
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assert(dx + other.vx <= vx);
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assert(dy + other.vy <= vy);
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for (var x = 0; x < other.vx; x++) {
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for (var y = 0; y < other.vy; y++) {
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tiles[(y + dy) * vx + x + dx] = other.tiles[y * other.vx + x];
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}
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}
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}
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Vault flip() {
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List<LevelTile> tiles2 = [
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for (var y = 0; y < vy; y++)
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for (var x = vx - 1; x >= 0; x--) tiles[y * vx + x]
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];
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return Vault(tiles2, vx, vy, smooth.flip());
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}
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Vault rotateRight() {
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List<LevelTile> tiles2 = [
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for (var x = 0; x < vx; x++)
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for (var y = 0; y < vy; y++) tiles[y * vx + x]
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];
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return Vault(tiles2, vy, vx, smooth.rotateRight());
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}
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Vault rotateLeft() {
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List<LevelTile> tiles2 = [
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for (var x = vx - 1; x >= 0; x++)
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for (var y = vy - 1; y >= 0; y++) tiles[y * vx + x]
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];
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return Vault(tiles2, vy, vx, smooth.rotateLeft());
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}
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Vault reorient(int r) {
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assert(r >= 0 && r < 8);
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Vault o = this;
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while (r >= 2) {
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o = o.rotateRight();
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r -= 2;
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}
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if (r == 1) {
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o = o.flip();
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r -= 1;
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}
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return o;
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}
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}
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int randomOrientation(math.Random random) {
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return random.nextInt(8);
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}
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