Cleanup AnchorableSystem (#37753)
* The easy part * Overload and obsolete * Internal cleanup * Update all references to new overload
This commit is contained in:
@@ -29,7 +29,7 @@ public sealed partial class DungeonJob
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if (dungeon.Entrances.Contains(neighbor))
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continue;
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if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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tiles.Add((neighbor, _tile.GetVariantTile((ContentTileDefinition) tileDef, random)));
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@@ -40,7 +40,7 @@ public sealed partial class DungeonJob
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if (dungeon.RoomTiles.Contains(index))
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continue;
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if (!_anchorable.TileFree(_grid, index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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tiles.Add((index, _tile.GetVariantTile((ContentTileDefinition)tileDef, random)));
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@@ -53,7 +53,7 @@ public sealed partial class DungeonJob
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{
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var index = tiles[i];
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if (!_anchorable.TileFree(_grid, index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), index.Index, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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// If no cardinal neighbors in dungeon then we're a corner.
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@@ -19,7 +19,7 @@ public sealed partial class DungeonJob
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if (reservedTiles.Contains(tile))
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continue;
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var blocked = _anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask);
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var blocked = _anchorable.TileFree((_gridUid, _grid), tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask);
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if (blocked)
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continue;
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@@ -56,13 +56,13 @@ public sealed partial class DungeonJob
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}
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// Check if exterior spot free.
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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continue;
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}
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// Check if interior spot free (no guarantees on exterior but ClearDoor should handle it)
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if (!_anchorable.TileFree(_grid, dirVec, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), dirVec, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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continue;
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}
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@@ -39,7 +39,7 @@ public sealed partial class DungeonJob
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if (reservedTiles.Contains(tile))
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continue;
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if (!_anchorable.TileFree(_grid,
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if (!_anchorable.TileFree((_gridUid, _grid),
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tile,
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(int) CollisionGroup.MachineLayer,
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(int) CollisionGroup.MachineLayer))
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@@ -49,7 +49,7 @@ public sealed partial class DungeonJob
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break;
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// Room tile / already used.
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask) ||
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if (!_anchorable.TileFree((_gridUid, _grid), tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask) ||
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takenTiles.Contains(tile))
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{
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continue;
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@@ -69,7 +69,7 @@ public sealed partial class DungeonJob
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if (!allExterior.Contains(neighbor) ||
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takenTiles.Contains(neighbor) ||
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!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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@@ -84,7 +84,7 @@ public sealed partial class DungeonJob
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if (allExterior.Contains(perpTile) ||
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takenTiles.Contains(neighbor) ||
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!_anchorable.TileFree(_grid, perpTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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!_anchorable.TileFree((_gridUid, _grid), perpTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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@@ -24,7 +24,7 @@ public sealed partial class DungeonJob
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if (fill.AllowedTiles != null && !fill.AllowedTiles.Contains(tileDef.ID))
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continue;
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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var gridPos = _maps.GridTileToLocal(_gridUid, _grid, tile);
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@@ -69,7 +69,7 @@ public sealed partial class DungeonJob
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if (reservedTiles.Contains(windowTile))
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continue;
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if (!_anchorable.TileFree(_grid, windowTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), windowTile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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validTiles.Add(windowTile);
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@@ -20,7 +20,7 @@ public sealed partial class DungeonJob
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// N-wide junctions
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foreach (var tile in dungeon.CorridorTiles)
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{
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if (!_anchorable.TileFree(_grid, tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), tile, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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// Check each direction:
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@@ -57,7 +57,7 @@ public sealed partial class DungeonJob
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}
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// If we're not at the end tile then check it + perpendicular are free.
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if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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@@ -66,13 +66,13 @@ public sealed partial class DungeonJob
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var perp1 = tile + neighborVec * j + ((Direction) ((i * 2 + 2) % 8)).ToIntVec();
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var perp2 = tile + neighborVec * j + ((Direction) ((i * 2 + 6) % 8)).ToIntVec();
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if (!_anchorable.TileFree(_grid, perp1, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), perp1, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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}
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if (!_anchorable.TileFree(_grid, perp2, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), perp2, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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isValid = false;
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break;
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@@ -94,7 +94,7 @@ public sealed partial class DungeonJob
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var cornerVec = cornerDir.ToIntVec();
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var cornerNeighbor = tile + neighborVec * j + cornerVec;
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if (_anchorable.TileFree(_grid, cornerNeighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (_anchorable.TileFree((_gridUid, _grid), cornerNeighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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{
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freeCount++;
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}
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@@ -41,7 +41,7 @@ public sealed partial class DungeonJob
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if (dungeon.RoomTiles.Contains(neighbor))
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continue;
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if (!_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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roomEdges.Add(neighbor);
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@@ -103,7 +103,7 @@ public sealed partial class DungeonJob
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{
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var node = nodeDistances[i].Node;
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var gridPos = _maps.GridTileToLocal(_gridUid, _grid, node);
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if (!_anchorable.TileFree(_grid, node, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (!_anchorable.TileFree((_gridUid, _grid), node, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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width--;
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@@ -35,7 +35,7 @@ public sealed partial class DungeonJob
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{
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var tile = availableTiles.RemoveSwap(random.Next(availableTiles.Count));
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if (!_anchorable.TileFree(_grid, tile, (int) CollisionGroup.MachineLayer,
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if (!_anchorable.TileFree((_gridUid, _grid), tile, (int) CollisionGroup.MachineLayer,
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(int) CollisionGroup.MachineLayer))
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{
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continue;
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@@ -23,7 +23,7 @@ public sealed partial class DungeonJob
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foreach (var neighbor in allExterior)
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{
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// Occupado
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if (dungeon.RoomTiles.Contains(neighbor) || checkedTiles.Contains(neighbor) || !_anchorable.TileFree(_grid, neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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if (dungeon.RoomTiles.Contains(neighbor) || checkedTiles.Contains(neighbor) || !_anchorable.TileFree((_gridUid, _grid), neighbor, DungeonSystem.CollisionLayer, DungeonSystem.CollisionMask))
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continue;
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if (!random.Prob(gen.Prob) || !checkedTiles.Add(neighbor))
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