Added randomly generated ocean floors. Atm the bottom is too deep to reach in most levels and there's not much to explore down there, but the plan is to have some levels where the bottom or some of the bottom formations are reachable (because we need hydrothermal vents!).
Ice walls also use vertex colors now, could be used to add some cosmetic variety to the levels.
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@@ -3,7 +3,6 @@ using FarseerPhysics;
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using FarseerPhysics.Dynamics;
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using FarseerPhysics.Factories;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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@@ -16,7 +15,6 @@ namespace Barotrauma
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{
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//all entities are disabled after they reach this depth
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public const float MaxEntityDepth = -300000.0f;
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public const float MaxCameraDepth = -290000.0f;
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public const float ShaftHeight = 1000.0f;
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@@ -53,7 +51,7 @@ namespace Barotrauma
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public const int GridCellSize = 2000;
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private List<VoronoiCell>[,] cellGrid;
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//private WrappingWall[,] wrappingWalls;
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private LevelWall[] extraWalls;
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//private float shaftHeight;
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@@ -76,6 +74,7 @@ namespace Barotrauma
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private LevelGenerationParams generationParams;
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public Vector2 StartPosition
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{
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get { return startPosition; }
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@@ -91,15 +90,27 @@ namespace Barotrauma
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get { return endPosition; }
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}
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public float BottomPos
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{
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get;
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private set;
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}
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public float SeaFloorTopPos
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{
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get;
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private set;
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}
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public List<Ruin> Ruins
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{
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get { return ruins; }
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}
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//public WrappingWall[,] WrappingWalls
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//{
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// get { return wrappingWalls; }
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//}
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public LevelWall[] WrappingWalls
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{
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get { return extraWalls; }
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}
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public string Seed
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{
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@@ -112,12 +123,19 @@ namespace Barotrauma
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private set;
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}
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public Body ShaftBody
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public Body TopBarrier
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{
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get;
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private set;
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}
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public Body BottomBarrier
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{
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get;
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private set;
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}
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public LevelGenerationParams GenerationParams
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{
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get { return generationParams; }
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@@ -446,24 +464,23 @@ namespace Barotrauma
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bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out triangles);
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#if CLIENT
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List<VertexPositionTexture> bodyVertices = CaveGenerator.GenerateRenderVerticeList(triangles);
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renderer.SetBodyVertices(bodyVertices.ToArray());
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renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));
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renderer.SetBodyVertices(CaveGenerator.GenerateRenderVerticeList(triangles).ToArray(), Color.White);
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renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells), Color.White);
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renderer.PlaceSprites(generationParams.BackgroundSpriteAmount);
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#endif
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ShaftBody = BodyFactory.CreateEdge(GameMain.World,
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TopBarrier = BodyFactory.CreateEdge(GameMain.World,
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ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),
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ConvertUnits.ToSimUnits(new Vector2(borders.Right, 0)));
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ShaftBody.SetTransform(ConvertUnits.ToSimUnits(new Vector2(0.0f, borders.Height)), 0.0f);
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ShaftBody.BodyType = BodyType.Static;
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ShaftBody.CollisionCategories = Physics.CollisionLevel;
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TopBarrier.SetTransform(ConvertUnits.ToSimUnits(new Vector2(0.0f, borders.Height)), 0.0f);
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TopBarrier.BodyType = BodyType.Static;
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TopBarrier.CollisionCategories = Physics.CollisionLevel;
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bodies.Add(ShaftBody);
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bodies.Add(TopBarrier);
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GenerateSeaFloor();
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foreach (VoronoiCell cell in cells)
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{
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@@ -534,21 +551,9 @@ namespace Barotrauma
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var newWaypoint = new WayPoint(new Rectangle((int)pathCells[0].Center.X, borders.Height, 10, 10), null);
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newWaypoint.MoveWithLevel = true;
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wayPoints.Add(newWaypoint);
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//WayPoint prevWaypoint = newWaypoint;
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for (int i = 0; i < pathCells.Count; i++)
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{
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////clean "loops" from the path
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//for (int n = 0; n < i; n++)
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//{
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// if (pathCells[n] != pathCells[i]) continue;
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// pathCells.RemoveRange(n + 1, i - n);
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// break;
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//}
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//if (i >= pathCells.Count) break;
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pathCells[i].CellType = CellType.Path;
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[i].Center.X, (int)pathCells[i].Center.Y, 10, 10), null);
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@@ -567,8 +572,6 @@ namespace Barotrauma
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break;
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}
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//prevWaypoint = newWaypoint;
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}
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newWaypoint = new WayPoint(new Rectangle((int)pathCells[pathCells.Count - 1].Center.X, borders.Height, 10, 10), null);
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@@ -666,9 +669,57 @@ namespace Barotrauma
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return newCells;
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}
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private void GenerateSeaFloor()
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{
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BottomPos = generationParams.SeaFloorDepth;
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SeaFloorTopPos = BottomPos;
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List<Vector2> bottomPositions = new List<Vector2>();
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bottomPositions.Add(new Vector2(0, BottomPos));
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int mountainCount = Rand.Range(generationParams.MountainCountMin, generationParams.MountainCountMax, Rand.RandSync.Server);
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for (int i = 0; i < mountainCount; i++)
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{
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bottomPositions.Add(
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new Vector2(Size.X / (mountainCount + 1) * (i + 1),
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BottomPos + Rand.Range(generationParams.MountainHeightMin, generationParams.MountainHeightMax, Rand.RandSync.Server)));
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}
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bottomPositions.Add(new Vector2(Size.X, BottomPos));
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float minVertexInterval = 5000.0f;
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float currInverval = Size.X / 2.0f;
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while (currInverval > minVertexInterval)
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{
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for (int i = 0; i < bottomPositions.Count - 1; i++)
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{
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bottomPositions.Insert(i+1,
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(bottomPositions[i] + bottomPositions[i + 1]) / 2.0f +
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Vector2.UnitY * Rand.Range(0.0f, generationParams.SeaFloorVariance, Rand.RandSync.Server));
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i++;
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}
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currInverval /= 2.0f;
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}
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SeaFloorTopPos = bottomPositions.Max(p => p.Y);
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extraWalls = new LevelWall[] { new LevelWall(bottomPositions, new Vector2(0.0f, -2000.0f), backgroundColor) };
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BottomBarrier = BodyFactory.CreateEdge(GameMain.World,
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ConvertUnits.ToSimUnits(new Vector2(borders.X, 0)),
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ConvertUnits.ToSimUnits(new Vector2(borders.Right, 0)));
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BottomBarrier.SetTransform(ConvertUnits.ToSimUnits(new Vector2(0.0f, BottomPos)), 0.0f);
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BottomBarrier.BodyType = BodyType.Static;
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BottomBarrier.CollisionCategories = Physics.CollisionLevel;
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bodies.Add(BottomBarrier);
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}
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private void GenerateRuin(List<VoronoiCell> mainPath)
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{
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Vector2 ruinSize = new Vector2(Rand.Range(5000.0f, 8000.0f, Rand.RandSync.Server), Rand.Range(5000.0f, 8000.0f, Rand.RandSync.Server));
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float ruinRadius = Math.Max(ruinSize.X, ruinSize.Y) * 0.5f;
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@@ -893,20 +944,16 @@ namespace Barotrauma
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ruins = null;
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}
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/*
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if (wrappingWalls!=null)
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if (extraWalls != null)
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{
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for (int side = 0; side < 2; side++)
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foreach (LevelWall w in extraWalls)
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{
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for (int i = 0; i < 2; i++)
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{
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if (wrappingWalls[side, i] != null) wrappingWalls[side, i].Dispose();
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}
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w.Dispose();
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}
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wrappingWalls = null;
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}*/
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extraWalls = null;
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}
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cells = null;
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