Implement chest spawning logic and room check in ObjectHandler; add room detection to MazeData
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@@ -19,6 +19,13 @@ class MazeData
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next @start_room ? [@start_room[0] * 2 + 1, @start_room[1] * 2 + 1] : nil
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end
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$bus.on(:room?) do |gx, gy|
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([@start_room] + @boss_rooms).any? do |rx, ry|
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gx.between?(rx, rx + BOSS_ROOM_SIZE) &&
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gy.between?(ry, ry + BOSS_ROOM_SIZE)
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end
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end
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return unless DEBUG
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print_debug
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@@ -26,7 +33,7 @@ class MazeData
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next @boss_rooms.first ? [@boss_rooms.first[0] * 2 + 1, @boss_rooms.first[1] * 2 + 1] : nil
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end
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end
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def solve(x1, y1, x2, y2)
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# explain why dijkstra's is fine here:
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# A* hueristics make it possible to chose a longer path through rooms instead of a shorter path through corridors, which is not what we want for enemy pathfinding
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