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+#nullable enable
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+using System.Text;
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+using Terminal.Gui;
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+
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+namespace UICatalog.Scenarios;
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+
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+[ScenarioMetadata ("A Mazing", "Illustrates how to make a basic maze game.")]
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+[ScenarioCategory ("Drawing")]
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+[ScenarioCategory ("Mouse and KeyBoard")]
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+[ScenarioCategory ("Games")]
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+public class Mazing : Scenario
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+{
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+ private Toplevel? _top;
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+ private MazeGenerator? _m;
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+
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+ private List<Point>? _potions;
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+ private List<Point>? _goblins;
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+ private string? _message;
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+ private bool _dead;
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+
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+ public override void Main ()
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+ {
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+ Application.Init ();
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+ _top = new ();
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+
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+ _m = new ();
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+
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+ GenerateNpcs ();
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+
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+ // Define the keys for movement
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+ _top.KeyBindings.Add (Key.CursorLeft, Command.Left);
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+ _top.KeyBindings.Add (Key.CursorRight, Command.Right);
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+ _top.KeyBindings.Add (Key.CursorUp, Command.Up);
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+ _top.KeyBindings.Add (Key.CursorDown, Command.Down);
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+
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+ // Changing the key-bindings of a View is not allowed, however,
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+ // by default, Toplevel does't bind any of our movement keys, so
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+ // we can take advantage of the CommandNotBound event to handle them
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+ //
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+ // An alternative implementation would be to create a TopLevel subclass that
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+ // calls AddCommand/KeyBindings.Add in the constructor. See the Snake game scenario
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+ // for an example.
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+ _top.CommandNotBound += TopCommandNotBound;
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+
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+ _top.DrawingContent += (s, _) =>
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+ {
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+ if (s is not Toplevel top)
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+ {
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+ return;
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+ }
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+
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+ // Build maze
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+ var lc = new LineCanvas (_m.BuildWallLinesFromMaze ());
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+
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+ // Print maze
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+ foreach (KeyValuePair<Point, Rune> p in lc.GetMap ())
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+ {
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+ top.Move (p.Key.X, p.Key.Y);
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+ top.AddRune (p.Value);
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+ }
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+
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+ // Draw objects
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+ top.Move (_m.Start.X, _m.Start.Y);
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+ top.AddStr ("s");
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+
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+ top.Move (_m.End.X, _m.End.Y);
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+ top.AddStr ("e");
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+
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+ top.Move (_m.Player.X, _m.Player.Y);
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+ top.SetAttribute (new (Color.Cyan, top.GetNormalColor ().Background));
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+ top.AddStr (_dead ? "x" : "@");
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+
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+ // Draw goblins
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+ foreach (Point goblin in _goblins!)
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+ {
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+ top.Move (goblin.X, goblin.Y);
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+ top.SetAttribute (new (Color.Red, top.GetNormalColor ().Background));
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+ top.AddStr ("G");
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+ }
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+
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+ // Draw potions
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+ foreach (Point potion in _potions!)
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+ {
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+ top.Move (potion.X, potion.Y);
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+ top.SetAttribute (new (Color.Yellow, top.GetNormalColor ().Background));
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+ top.AddStr ("p");
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+ }
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+
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+ // Draw UI
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+ top.SetAttribute (top.GetNormalColor ());
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+
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+ var g = new Gradient ([new (Color.Red), new (Color.BrightGreen)], [10]);
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+ top.Move (_m.MazeWidth + 1, 0);
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+ top.AddStr ("Name: Sir Flibble");
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+ top.Move (_m.MazeWidth + 1, 1);
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+ top.AddStr ("HP:");
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+
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+ for (var i = 0; i < _m.PlayerHp; i++)
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+ {
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+ top.Move (_m.MazeWidth + 1 + "HP:".Length + i, 1);
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+ top.SetAttribute (new (g.GetColorAtFraction (i / 20f)));
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+ top.AddRune ('█');
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+ }
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+
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+ top.SetAttribute (top.GetNormalColor ());
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+
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+ if (!string.IsNullOrWhiteSpace (_message))
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+ {
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+ top.Move (_m.MazeWidth + 2, 2);
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+ top.AddStr (_message);
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+ }
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+ };
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+
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+ Application.Run (_top);
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+
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+ _top.Dispose ();
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+ Application.Shutdown ();
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+ }
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+
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+ private void GenerateNpcs ()
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+ {
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+ _goblins = _m?.GenerateSpawnLocations (3, []); // Generate 3 goblins
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+ _potions = _m?.GenerateSpawnLocations (3, _goblins!); // Generate 3 potions
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+ }
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+
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+ private void TopCommandNotBound (object? sender, CommandEventArgs e)
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+ {
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+ if (_dead)
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+ {
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+ return;
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+ }
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+
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+ Point newPos = _m.Player;
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+
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+ Command? command = e.Context?.Command;
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+
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+ if (command == Command.Left)
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+ {
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+ newPos = _m.Player with { X = _m.Player.X - 1 };
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+ }
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+
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+ if (command == Command.Right)
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+ {
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+ newPos = _m.Player with { X = _m.Player.X + 1 };
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+ }
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+
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+ if (command == Command.Up)
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+ {
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+ newPos = _m.Player with { Y = _m.Player.Y - 1 };
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+ }
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+
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+ if (command == Command.Down)
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+ {
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+ newPos = _m.Player with { Y = _m.Player.Y + 1 };
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+ }
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+
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+ // Only move if in bounds and it's a path
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+ if (newPos.X >= 0 && newPos.X < _m._maze.GetLength (1) && newPos.Y >= 0 && newPos.Y < _m._maze.GetLength (0) && _m._maze [newPos.Y, newPos.X] == 0)
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+ {
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+ _m.Player = newPos;
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+
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+ // Check if player is on a goblin
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+ if (_goblins!.Contains (_m.Player))
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+ {
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+ _message = "You fight a goblin!";
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+ _m.PlayerHp -= 5; // Decrease player's HP when attacked
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+
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+ // Remove the goblin
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+ _goblins.Remove (_m.Player);
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+
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+ // Check if player is dead
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+ if (_m.PlayerHp <= 0)
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+ {
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+ _message = "You died!";
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+ Application.Top!.SetNeedsDraw (); // trigger redraw
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+ _dead = true;
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+
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+ return; // Stop further action if dead
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+ }
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+ }
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+ else if (_potions!.Contains (_m.Player))
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+ {
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+ _message = "You drink a health potion!";
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+ _m.PlayerHp = Math.Min (20, _m.PlayerHp + 5); // increase player's HP when drinking potion
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+
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+ // Remove the potion
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+ _potions.Remove (_m.Player);
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+ }
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+ else
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+ {
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+ _message = string.Empty;
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+ }
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+
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+ Application.Top!.SetNeedsDraw (); // trigger redraw
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+ }
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+
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+ // Optional win condition:
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+ if (_m.Player == _m.End)
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+ {
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+ var hp = _m.PlayerHp;
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+ _m = new (); // Generate a new maze
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+ _m.PlayerHp = hp;
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+ GenerateNpcs ();
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+ Application.Top!.SetNeedsDraw (); // trigger redraw
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+ }
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+ }
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+}
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+
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+internal class MazeGenerator
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+{
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+ private const int WIDTH = 20;
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+ private const int HEIGHT = 10;
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+ public int [,] _maze;
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+ public Random Rand { get; } = new ();
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+ public Point Start { get; }
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+ public Point End { get; }
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+ public Point Player { get; set; }
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+ public int PlayerHp { get; set; } = 20;
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+
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+ // Private accessors for width and height
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+ public int MazeWidth => WIDTH * 2 + 1;
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+ public int MazeHeight => HEIGHT * 2 + 1;
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+
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+ public MazeGenerator ()
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+ {
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+ int w = WIDTH * 2 + 1;
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+ int h = HEIGHT * 2 + 1;
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+ _maze = new int [h, w];
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+
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+ // Fill with walls
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+ for (var y = 0; y < h; y++)
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+ for (var x = 0; x < w; x++)
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+ {
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+ _maze [y, x] = 1;
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+ }
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+
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+ // Start carving from a random odd cell
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+ int startX = Rand.Next (WIDTH) * 2 + 1;
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+ int startY = Rand.Next (HEIGHT) * 2 + 1;
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+ Carve (new (startX, startY));
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+
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+ // Set random entrance
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+ Start = GetRandomEdgePoint (w, h, true);
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+ _maze [Start.Y, Start.X] = 0;
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+ Player = Start;
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+
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+ // Set random exit (ensure it's not same as entrance)
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+ End = GetRandomEdgePoint (w, h, false, Start.X, Start.Y);
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+ _maze [End.Y, End.X] = 0;
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+ }
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+
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+ public List<StraightLine> BuildWallLinesFromMaze ()
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+ {
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+ List<StraightLine> lines = new ();
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+
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+ int h = _maze.GetLength (0);
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+ int w = _maze.GetLength (1);
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+
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+ // Horizontal lines
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+ for (var y = 0; y < h; y++)
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+ {
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+ var x = 0;
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+
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+ while (x < w)
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+ {
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+ if (_maze [y, x] == 1)
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+ {
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+ int startX = x;
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+
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+ while (x < w && _maze [y, x] == 1)
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+ {
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+ x++;
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+ }
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+
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+ int length = x - startX;
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+
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+ if (length > 1)
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+ {
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+ lines.Add (new (new (startX, y), length, Orientation.Horizontal, LineStyle.Single));
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+ }
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+ }
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+ else
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+ {
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+ x++;
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+ }
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+ }
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+ }
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+
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+ // Vertical lines
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+ for (var x = 0; x < w; x++)
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+ {
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+ var y = 0;
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+
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+ while (y < h)
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+ {
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+ if (_maze [y, x] == 1)
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+ {
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+ int startY = y;
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+
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+ while (y < h && _maze [y, x] == 1)
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+ {
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+ y++;
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+ }
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+
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+ int length = y - startY;
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+ lines.Add (new (new (x, startY), length, Orientation.Vertical, LineStyle.Single));
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+ }
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+ else
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+ {
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+ y++;
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+ }
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+ }
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+ }
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+
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+ return lines;
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+ }
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+
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+ public List<Point> GenerateSpawnLocations (int count, List<Point> exclude)
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+ {
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+ // Create a new copy of the list so we can track exclusions
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+ exclude = exclude.ToList ();
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+
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+ List<Point> locations = new ();
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+
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+ for (var i = 0; i < count; i++)
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+ {
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+ Point point;
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+
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+ do
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+ {
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+ point = new (Rand.Next (1, WIDTH * 2), Rand.Next (1, HEIGHT * 2));
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+ }
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+
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+ // Ensure the spawn point is not in the exclusion list and it's an open space (not a wall)
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+ while (exclude.Contains (point) || _maze [point.Y, point.X] != 0);
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+
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+ exclude.Add (point); // Mark this location as occupied
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+ locations.Add (point); // Add the location to the list
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+ }
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+
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+ return locations;
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+ }
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+
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+ private void Carve (Point p)
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+ {
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+ _maze [p.Y, p.X] = 0;
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+
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+ int [] [] dirs =
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+ {
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+ [0, -2],
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+ [0, 2],
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+ [-2, 0],
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+ [2, 0]
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+ };
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+
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+ Shuffle (dirs);
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+
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+ foreach (int [] dir in dirs)
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+ {
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+ int nx = p.X + dir [0], ny = p.Y + dir [1];
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+
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+ if (nx > 0 && ny > 0 && nx < WIDTH * 2 && ny < HEIGHT * 2 && _maze [ny, nx] == 1)
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+ {
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+ _maze [p.Y + dir [1] / 2, p.X + dir [0] / 2] = 0;
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+ Carve (new (nx, ny));
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+ }
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+ }
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+ }
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+
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+ private void Shuffle (int [] [] array)
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+ {
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+ for (int i = array.Length - 1; i > 0; i--)
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+ {
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+ int j = Rand.Next (i + 1);
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+ int [] temp = array [i];
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+ array [i] = array [j];
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+ array [j] = temp;
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+ }
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+ }
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+
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+ private Point GetRandomEdgePoint (int w, int h, bool isEntrance, int avoidX = -1, int avoidY = -1)
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+ {
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+ List<Point> candidates = [];
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+
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+ for (var i = 1; i < h - 1; i += 2)
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+ {
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+ candidates.Add (new (0, i)); // Left edge
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+ candidates.Add (new (w - 1, i)); // Right edge
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+ }
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+
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+ for (var i = 1; i < w - 1; i += 2)
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+ {
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+ candidates.Add (new (i, 0)); // Top edge
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+ candidates.Add (new (i, h - 1)); // Bottom edge
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+ }
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+
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+ // Remove one if same as entrance
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+ if (!isEntrance)
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+ {
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+ candidates.RemoveAll (p => p.X == avoidX && p.Y == avoidY);
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+ }
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+
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+ return candidates [Rand.Next (candidates.Count)];
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+ }
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+}
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