Improve maze start/end placement with dead-end detection
Refactored PlaceStartAndEnd to intelligently place start and end points at dead ends using random selection and distance-based fallbacks. Added EnforceSingleConnection to ensure start/end points have exactly one connection, compatible with U-turn prefabs. Improved MazeReworkSpawner with object hierarchy grouping (Floors, Categories) and made RefreshSingleCell public. Updated maze config and cleaned up scene hierarchy.
This commit is contained in:
@@ -129,7 +129,7 @@ namespace Baba_yaga.GameSetup.MazeRework
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CarveLoops(grid, rng, width, depth);
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// 8. Place Start & End points
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PlaceStartAndEnd(grid, rooms, width, depth, forcedStart, forcedDirection, null);
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PlaceStartAndEnd(grid, rooms, width, depth, rng, forcedStart, forcedDirection, null);
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return grid;
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}
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@@ -219,7 +219,7 @@ namespace Baba_yaga.GameSetup.MazeRework
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// 8. Place Start & End points (no highlighting needed for this step in animation)
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currentPhase = MazeAnimationPhase.StartEnd;
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PlaceStartAndEnd(grid, rooms, width, depth, forcedStart, forcedDirection, recordNoHighlight);
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PlaceStartAndEnd(grid, rooms, width, depth, rng, forcedStart, forcedDirection, recordNoHighlight);
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return (grid, history);
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}
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@@ -469,81 +469,149 @@ namespace Baba_yaga.GameSetup.MazeRework
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}
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}
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private void PlaceStartAndEnd(MazeReworkCellType[,] grid, List<Room> rooms, int width, int depth, Vector2Int? forcedStart, Vector2Int? forcedDirection,
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private void PlaceStartAndEnd(MazeReworkCellType[,] grid, List<Room> rooms, int width, int depth, System.Random rng, Vector2Int? forcedStart, Vector2Int? forcedDirection,
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Action<int, int, MazeReworkCellType> onCellChanged = null)
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{
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Vector2Int startPt;
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Vector2Int startPt = new Vector2Int(-1, -1);
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if (forcedStart.HasValue)
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{
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startPt = forcedStart.Value;
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}
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else if (rooms != null && rooms.Count > 0)
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{
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startPt = rooms[0].GetCenter();
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}
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else
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{
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int sx = _config.startLocation.x, sz = _config.startLocation.y;
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EnsureValidOddCoordinates(width, depth, ref sx, ref sz);
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startPt = new Vector2Int(sx, sz);
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startPt = FindDeadEnd(grid, width, depth, rng, new Vector2Int(-1, -1));
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if (startPt.x == -1)
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{
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// Fallback to config start if no corridors exist
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int sx = _config.startLocation.x, sz = _config.startLocation.y;
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EnsureValidOddCoordinates(width, depth, ref sx, ref sz);
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startPt = new Vector2Int(sx, sz);
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}
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}
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grid[startPt.x, startPt.y] = MazeReworkCellType.Start;
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onCellChanged?.Invoke(startPt.x, startPt.y, MazeReworkCellType.Start);
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Vector2Int endPt = startPt;
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if (rooms != null && rooms.Count > 0)
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Vector2Int endPt = FindDeadEnd(grid, width, depth, rng, startPt);
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if (endPt.x == -1)
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{
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var endRoom = rooms[rooms.Count - 1];
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endPt = endRoom.GetCenter();
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if (endPt == startPt && rooms.Count > 1) { endPt = rooms[1].GetCenter(); }
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}
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else
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{
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int ex = width - 2, ez = depth - 2;
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EnsureValidOddCoordinates(width, depth, ref ex, ref ez);
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if (grid[ex, ez] == MazeReworkCellType.Wall)
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// Fallback: just pick the furthest corridor cell from startPt
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endPt = FindFurthestCorridor(grid, width, depth, startPt);
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if (endPt.x == -1)
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{
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bool found = false;
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for (int r = 1; r < Mathf.Max(width, depth) && !found; r++)
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for (int ddx = -r; ddx <= r && !found; ddx++)
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for (int ddz = -r; ddz <= r && !found; ddz++)
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{
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int tx = ex + ddx, tz = ez + ddz;
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if (tx >= 0 && tx < width && tz >= 0 && tz < depth && IsPathCell(grid[tx, tz]))
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{ ex = tx; ez = tz; found = true; }
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}
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// Extreme fallback
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int ex = width - 2, ez = depth - 2;
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EnsureValidOddCoordinates(width, depth, ref ex, ref ez);
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endPt = new Vector2Int(ex, ez);
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}
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endPt = new Vector2Int(ex, ez);
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}
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if (endPt == startPt)
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{
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// Fallback: find any path cell that isn't the start point, starting from the opposite corner
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int ex = 1, ez = 1;
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bool found = false;
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for (int r = 0; r < Mathf.Max(width, depth) && !found; r++)
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{
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for (int ddx = -r; ddx <= r && !found; ddx++)
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{
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for (int ddz = -r; ddz <= r && !found; ddz++)
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{
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int tx = ex + ddx, tz = ez + ddz;
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if (tx >= 0 && tx < width && tz >= 0 && tz < depth && IsPathCell(grid[tx, tz]))
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{
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if (tx != startPt.x || tz != startPt.y)
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{
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ex = tx; ez = tz; found = true;
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}
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}
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}
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}
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}
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endPt = new Vector2Int(ex, ez);
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}
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grid[endPt.x, endPt.y] = MazeReworkCellType.End;
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onCellChanged?.Invoke(endPt.x, endPt.y, MazeReworkCellType.End);
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// To guarantee they fit the U-turn prefab, enforce a single connection on them
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// (this only affects Corridors now, so it will never ruin a Room!)
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EnforceSingleConnection(grid, startPt.x, startPt.y, forcedDirection);
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EnforceSingleConnection(grid, endPt.x, endPt.y, null);
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}
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private Vector2Int FindDeadEnd(MazeReworkCellType[,] grid, int width, int depth, System.Random rng, Vector2Int exclude)
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{
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List<Vector2Int> deadEnds = new List<Vector2Int>();
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List<Vector2Int> corridors = new List<Vector2Int>();
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for (int z = 1; z < depth - 1; z++)
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{
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for (int x = 1; x < width - 1; x++)
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{
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if (grid[x, z] == MazeReworkCellType.Corridor)
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{
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if (x == exclude.x && z == exclude.y) continue;
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corridors.Add(new Vector2Int(x, z));
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int connections = 0;
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if (IsPathCell(grid[x, z + 1])) connections++;
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if (IsPathCell(grid[x + 1, z])) connections++;
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if (IsPathCell(grid[x, z - 1])) connections++;
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if (IsPathCell(grid[x - 1, z])) connections++;
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if (connections == 1)
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{
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deadEnds.Add(new Vector2Int(x, z));
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}
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}
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}
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}
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if (deadEnds.Count > 0) return deadEnds[rng.Next(deadEnds.Count)];
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if (corridors.Count > 0) return corridors[rng.Next(corridors.Count)];
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return new Vector2Int(-1, -1);
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}
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private Vector2Int FindFurthestCorridor(MazeReworkCellType[,] grid, int width, int depth, Vector2Int from)
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{
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Vector2Int best = new Vector2Int(-1, -1);
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float maxDist = -1f;
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for (int z = 1; z < depth - 1; z++)
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{
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for (int x = 1; x < width - 1; x++)
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{
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if (grid[x, z] == MazeReworkCellType.Corridor)
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{
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if (x == from.x && z == from.y) continue;
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float dist = Vector2Int.Distance(new Vector2Int(x, z), from);
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if (dist > maxDist)
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{
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maxDist = dist;
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best = new Vector2Int(x, z);
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}
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}
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}
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}
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return best;
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}
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private void EnforceSingleConnection(MazeReworkCellType[,] grid, int cx, int cz, Vector2Int? forcedDirection)
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{
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int width = grid.GetLength(0);
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int depth = grid.GetLength(1);
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Vector2Int[] dirs = new Vector2Int[]
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{
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new Vector2Int(0, 1),
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new Vector2Int(1, 0),
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new Vector2Int(0, -1),
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new Vector2Int(-1, 0)
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};
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bool foundFirst = false;
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if (forcedDirection.HasValue)
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{
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int fx = cx + forcedDirection.Value.x;
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int fz = cz + forcedDirection.Value.y;
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if (fx >= 0 && fx < width && fz >= 0 && fz < depth && IsPathCell(grid[fx, fz]))
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{
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foundFirst = true;
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}
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}
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foreach (var d in dirs)
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{
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int nx = cx + d.x;
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int nz = cz + d.y;
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if (nx >= 0 && nx < width && nz >= 0 && nz < depth && IsPathCell(grid[nx, nz]))
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{
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if (forcedDirection.HasValue && d == forcedDirection.Value) continue;
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if (!foundFirst) foundFirst = true;
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else grid[nx, nz] = MazeReworkCellType.Wall;
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}
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}
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}
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#endregion
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@@ -171,7 +171,7 @@ namespace Baba_yaga.GameSetup.MazeRework
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}
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}
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private void RefreshSingleCell(MazeReworkCellType[,] grid, MazeCellHighlight[,] highlights, int x, int z, int width, int depth, float yOffset, Transform container)
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public void RefreshSingleCell(MazeReworkCellType[,] grid, MazeCellHighlight[,] highlights, int x, int z, int width, int depth, float yOffset, Transform container)
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{
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if (x < 0 || x >= width || z < 0 || z >= depth) return;
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@@ -179,6 +179,10 @@ namespace Baba_yaga.GameSetup.MazeRework
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MazeReworkCellType type = grid[x, z];
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MazeCellHighlight hType = highlights != null ? highlights[x, z] : MazeCellHighlight.None;
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Transform rootContainer = container != null ? container : transform;
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int floorIndex = Mathf.RoundToInt(yOffset / (stairHeightOffset > 0 ? stairHeightOffset : 5f)); // Approximation for group naming
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Transform floorContainer = GetOrCreateGroup(rootContainer, $"Floor_{yOffset}");
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// 1. Process Highlights
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if (_spawnedHighlights.TryGetValue(pos, out GameObject existingHighlight))
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{
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@@ -198,8 +202,9 @@ namespace Baba_yaga.GameSetup.MazeRework
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if (hPrefab != null)
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{
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Transform highlightContainer = GetOrCreateGroup(floorContainer, "Highlights");
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Vector3 localPos = new Vector3(x * spacing, yOffset, z * spacing);
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GameObject spawnedH = Instantiate(hPrefab, container != null ? container : transform);
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GameObject spawnedH = Instantiate(hPrefab, highlightContainer);
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spawnedH.transform.localPosition = localPos;
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spawnedH.name = $"Highlight_{hType}_{x}_{z}";
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// Highlights should pop instantly without animation since they are short-lived cursors
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@@ -297,8 +302,17 @@ namespace Baba_yaga.GameSetup.MazeRework
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else DestroyImmediate(existingData.Instance);
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}
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// Determine category for clean grouping
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string categoryName = "Paths";
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if (type == MazeReworkCellType.Start || type == MazeReworkCellType.End || type == MazeReworkCellType.StairsUp || type == MazeReworkCellType.StairsDown)
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categoryName = "Special";
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else if (isPreviewMode)
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categoryName = "Preview";
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Transform categoryContainer = GetOrCreateGroup(floorContainer, categoryName);
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Vector3 localPosition = new Vector3(x * spacing, yOffset, z * spacing);
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GameObject spawnedObj = Instantiate(targetPrefab, container != null ? container : transform);
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GameObject spawnedObj = Instantiate(targetPrefab, categoryContainer);
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spawnedObj.transform.localPosition = localPosition;
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spawnedObj.transform.localRotation = Quaternion.Euler(0f, targetRot, 0f);
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spawnedObj.name = $"{targetName}_{x}_{z}";
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@@ -307,6 +321,20 @@ namespace Baba_yaga.GameSetup.MazeRework
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_spawnedGridCells[pos] = new SpawnedCellData { Instance = spawnedObj, Prefab = targetPrefab, Rotation = targetRot };
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}
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private Transform GetOrCreateGroup(Transform parent, string groupName)
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{
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if (parent == null) return null;
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Transform group = parent.Find(groupName);
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if (group == null)
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{
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GameObject go = new GameObject(groupName);
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go.transform.SetParent(parent, false);
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go.transform.localPosition = Vector3.zero;
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group = go.transform;
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}
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return group;
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}
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private (GameObject, float) GetModularPrefabAndRotation(MazeReworkCellType[,] grid, int x, int z, int width, int depth)
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{
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bool top = IsPath(grid, x, z + 1, width, depth);
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