Working map generator
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		@ -12,7 +12,7 @@ var _steps_count: int
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func _init(step_count: int = 0) -> void:
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	_steps_count = step_count
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	self.substep_complete.connect(self, "_on_substep_complete")
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	#self.substep_complete.connect(self, "_on_substep_complete")
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func _on_step_complete() -> void:
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	if _current_step_index == _steps_count:
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@ -8,3 +8,8 @@ var map: TileMap
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func _ready() -> void:
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	self.generator.generate(map)
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func _process(_delta: float) -> void:
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	if Input.is_action_just_pressed("jump"):
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		map.clear()
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		self.generator.generate(map)
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@ -9,11 +9,12 @@ const TILEMAP_LAYER = 0
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@export var top: bool = false
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@export var bottom: bool = false
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@onready
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var room_size: Vector2i = self.get_used_rect().size
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@onready
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var cell_size: Vector2i = self.tile_set.tile_size
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var room_size: Vector2i 
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var cell_size: Vector2i 
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func _init() -> void:
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	self.room_size = self.get_used_rect().size
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	self.cell_size = self.tile_set.tile_size
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func is_block() -> bool:
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	if self.left or self.right or self.top or self.bottom:
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@ -44,19 +45,62 @@ func get_exit_pos(exit: Vector2i) -> Vector2i:
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		pos = Vector2i(self.room_size.x / 2, self.room_size.y - 1)
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	return pos
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func copy_to_map(map: TileMap, pos: Vector2i) -> void:
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	for x in range(self.room_size.x):
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		for y in range(self.room_size.y):
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func get_exit_pos_offset(edge_pos: Vector2i, exit: Vector2i) -> Vector2i:
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	match exit:
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		Vector2i.UP:
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			return edge_pos + Vector2i(self.room_size.x/-2, self.room_size.y * -1)
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		Vector2i.DOWN:
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			return edge_pos + Vector2i(self.room_size.x/-2, 1)
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		Vector2i.LEFT:
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			return edge_pos + Vector2i(-self.room_size.x, -self.room_size.y/2)
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		Vector2i.RIGHT:
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			return edge_pos + Vector2i(1, -self.room_size.y/2)
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		_:
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			return Vector2i.ZERO
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func copy_to_map(map: TileMap) -> void:
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	for x in range(0, self.room_size.x):
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		for y in range(0, self.room_size.y):
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			var tile = self.get_cell_source_id(TILEMAP_LAYER, Vector2i(x, y))
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			if tile.tile_set:
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				map.set_cell(TILEMAP_LAYER, Vector2i(pos.x + x, pos.y + y), tile.tile_id)
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			if tile != -1:
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				map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), tile, Vector2i(0, 0))
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			else:
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				map.set_cell(TILEMAP_LAYER, Vector2i(pos.x + x, pos.y + y), -1)
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				map.set_cell(TILEMAP_LAYER, Vector2i(position.x + x, position.y + y), -1, Vector2i(0, 0))
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func seal_exit(map: TileMap, pos: Vector2i, exit: Vector2i) -> void:
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	var exit_pos = get_exit_pos(exit)
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	var seal_tile_id = 0
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	match exit:
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		Vector2i.UP:
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
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		Vector2i.DOWN:
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x - 1, pos.y), seal_tile_id, Vector2i(0, 0))
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x + 1, pos.y), seal_tile_id, Vector2i(0, 0))
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		Vector2i.RIGHT:
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
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		Vector2i.LEFT:
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y - 1), seal_tile_id, Vector2i(0, 0))
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y), seal_tile_id, Vector2i(0, 0))
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			map.set_cell(TILEMAP_LAYER, exit_pos + Vector2i(pos.x, pos.y + 1), seal_tile_id, Vector2i(0, 0))
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func is_overlapping(map: TileMap) -> bool:
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	for x in range(0, self.room_size.x):
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		for y in range(0, self.room_size.y):
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			var tile = map.get_cell_source_id(TILEMAP_LAYER, Vector2i(self.position.x + x, self.position.y + y))
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			if tile != -1:
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				return true
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	return false
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# Validate room by checking that the top left tile is at 0, 0 and all exits are valid
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func _validate() -> bool:
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	# Check of tiles where x is negative
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	# Check for tiles where x is negative
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	pass
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	# Check for tiles where y is negative
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@ -80,3 +124,19 @@ func _validate() -> bool:
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		return false
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	return true
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func flip_vector(vector: Vector2i) -> Vector2i:
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	return Vector2i(vector.x * -1, vector.y * -1)
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func disable_room_exit_opposite(exit: Vector2i) -> void:
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	self.disable_room_exit(self.flip_vector(exit))
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func disable_room_exit(exit: Vector2i) -> void:
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	if exit == Vector2i.LEFT:
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		self.left = false
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	elif exit == Vector2i.RIGHT:
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		self.right = false
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	elif exit == Vector2i.UP:
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		self.top = false
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	elif exit == Vector2i.DOWN:
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		self.bottom = false
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@ -18,9 +18,10 @@ var _rooms_top: Array[PackedScene] = []
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var _rooms_bottom: Array[PackedScene] = []
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var _rooms_blocking: Array[PackedScene] = []
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var _progress_tracker: ProgressTracker = ProgressTracker.new(1)
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var _progress_tracker: ProgressTracker
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func _generate(map: TileMap) -> void:
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	self._progress_tracker = ProgressTracker.new(1)
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	self._sort_rooms(_progress_tracker.next_step("Sorting Rooms"))
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@ -30,8 +31,9 @@ func _generate(map: TileMap) -> void:
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	# Create rooms
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	self._create_rooms(map, init_room, self.max_room_path_length, _progress_tracker.next_step("Creating Rooms"))
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	map.update_internals()
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func _sort_rooms(step_tracker: ProgressStepTracker, validate: bool = false) -> void:
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func _sort_rooms(step_tracker: ProgressStepTracker) -> void:
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	step_tracker.complete.call_deferred()
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	step_tracker.set_substeps(len(self.rooms))
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@ -67,12 +69,12 @@ func _create_initial_room(map: TileMap, room: PackedScene, step_tracker: Progres
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	step_tracker.complete.call_deferred()
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	# Instantiate spawn room
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	var spawn_room: StandardRoom = room.instance()
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	var init_room: StandardRoom = room.instantiate()
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	# Copy spawn room into map
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	spawn_room.copy_to_map(map, Vector2i(0, 0))
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	init_room.copy_to_map(map)
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	return spawn_room
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	return init_room
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# Create rooms by randomly selecting from the available rooms in every direction with openings from the current room
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@ -88,6 +90,8 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
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	# If the maximum path length has been exceeded, stop
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	if max_path_length <= 0:
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		for exit in exits:
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			parent_room.seal_exit(map, parent_room.position, exit)
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		return
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	# If there are no more exits, stop
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@ -106,30 +110,42 @@ func _create_rooms(map: TileMap, parent_room: StandardRoom, max_path_length: int
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		var room_edge_pos: Vector2i = exit_pos + Vector2i(parent_room.position)
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		# If there is already a room at this position, skip it
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		if map.get_cellv(room_edge_pos) != -1:
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			continue
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		# Get the rooms that can be added in this direction
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		var rooms: Array[PackedScene] = self._get_rooms(exit)
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		var possible_rooms: Array[PackedScene] = self._get_rooms(parent_room.flip_vector(exit)).duplicate()
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		# If there are no rooms that can be added in this direction, skip it
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		if len(rooms) == 0:
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		if len(possible_rooms) == 0:
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			continue
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		# Get the room to add
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		var room: PackedScene = rooms[randi() % len(rooms)]
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		var room_instance: StandardRoom = null
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		while len(possible_rooms) != 0 and room_instance == null:
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			var i = randi() % len(possible_rooms)
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			var possible_room = possible_rooms.pop_at(i).instantiate()
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			var origin_pos: Vector2i = possible_room.get_exit_pos_offset(room_edge_pos, exit)
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			possible_room.position = origin_pos
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			if possible_room.is_overlapping(map):
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				continue
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			room_instance = possible_room
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		# Instantiate the room
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		var room_instance: StandardRoom = room.instance()
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		room_instance.position = room_edge_pos + (room_instance.size / 2)
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		if room_instance == null:
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			parent_room.seal_exit(map, parent_room.position, exit)
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			continue
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		room_instance.queue_free.call_deferred()
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		# Disable direction that the room was added from
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		# since the parent room will already be there
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		room_instance.disable_room_exit_opposite(exit)
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		# Copy the room into the map
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		room_instance.copy_to_map(map, Vector2i(room_instance.position))
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		room_instance.copy_to_map(map)
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		# Create rooms from the exits of the room that was just added
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		self._create_rooms(map, room_instance, max_path_length - 1, step_tracker.next_step("Creating Rooms"))
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		step_tracker.substep("Creating Rooms")
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		self._create_rooms(map, room_instance, max_path_length - 1, step_tracker)
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	# If there are no more exits, stop
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	return
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@ -2,7 +2,7 @@ class_name WorldGenerator
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extends Resource
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func generate(map: TileMap) -> void:
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	if self.has_method("_generate"):
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	if not self.has_method("_generate"):
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		push_error("Generator missing `_generate` method")
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		return
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