Adds Link's Awakening: DX. Fully imports and forks LADXR, with permission - https://github.com/daid/LADXR
		
			
				
	
	
		
			232 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			232 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import random
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from .tileset import solid_tiles, open_tiles
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from ..locations.items import *
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PRIMARY_ITEMS = [POWER_BRACELET, SHIELD, BOW, HOOKSHOT, MAGIC_ROD, PEGASUS_BOOTS, OCARINA, FEATHER, SHOVEL, MAGIC_POWDER, BOMB, SWORD, FLIPPERS, SONG1]
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SECONDARY_ITEMS = [BOOMERANG, RED_TUNIC, BLUE_TUNIC, MAX_POWDER_UPGRADE, MAX_BOMBS_UPGRADE, MAX_ARROWS_UPGRADE, GEL]
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HORIZONTAL = 0
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VERTICAL = 1
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class RoomEdge:
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    def __init__(self, direction):
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        self.__solid = False
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        self.__open_range = None
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        self.direction = direction
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        self.__open_min = 2 if direction == HORIZONTAL else 1
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        self.__open_max = 8 if direction == HORIZONTAL else 7
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    def force_solid(self):
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        self.__open_min = -1
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        self.__open_max = -1
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        self.__open_range = None
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        self.__solid = True
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    def set_open_min(self, value):
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        if self.__open_min < 0:
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            return
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        self.__open_min = max(self.__open_min, value)
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    def set_open_max(self, value):
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        if self.__open_max < 0:
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            return
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        self.__open_max = min(self.__open_max, value)
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    def set_solid(self):
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        self.__open_range = None
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        self.__solid = True
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    def can_open(self):
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        return self.__open_min > -1
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    def set_open(self):
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        cnt = random.randint(1, self.__open_max - self.__open_min)
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        if random.randint(1, 100) < 50:
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            cnt = 1
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        offset = random.randint(self.__open_min, self.__open_max - cnt)
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        self.__open_range = (offset, offset + cnt)
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        self.__solid = False
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    def is_solid(self):
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        return self.__solid
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    def get_open_range(self):
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        return self.__open_range
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    def seed(self, wfc, x, y):
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        for offset, cell in self.__cells(wfc, x, y):
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            if self.__open_range and self.__open_range[0] <= offset < self.__open_range[1]:
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                cell.init_options.intersection_update(open_tiles)
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            elif self.__solid:
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                cell.init_options.intersection_update(solid_tiles)
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    def __cells(self, wfc, x, y):
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        if self.direction == HORIZONTAL:
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            for n in range(1, 9):
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                yield n, wfc.cell_data[(x + n, y)]
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        else:
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            for n in range(1, 7):
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                yield n, wfc.cell_data[(x, y + n)]
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class RoomInfo:
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    def __init__(self, x, y):
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        self.x = x
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        self.y = y
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        self.tileset_id = "basic"
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        self.room_type = None
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        self.tiles = None
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        self.edge_left = None
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        self.edge_up = None
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        self.edge_right = RoomEdge(VERTICAL)
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        self.edge_down = RoomEdge(HORIZONTAL)
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        self.room_left = None
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        self.room_up = None
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        self.room_right = None
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        self.room_down = None
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        self.locations = []
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        self.entities = []
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    def __repr__(self):
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        return f"Room<{self.x} {self.y}>"
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class Map:
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    def __init__(self, w, h, tilesets):
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        self.w = w
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        self.h = h
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        self.tilesets = tilesets
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        self.__rooms = [RoomInfo(x, y) for y in range(h) for x in range(w)]
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        for x in range(w):
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            for y in range(h):
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                room = self.get(x, y)
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                if x == 0:
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                    room.edge_left = RoomEdge(VERTICAL)
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                else:
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                    room.edge_left = self.get(x - 1, y).edge_right
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                if y == 0:
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                    room.edge_up = RoomEdge(HORIZONTAL)
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                else:
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                    room.edge_up = self.get(x, y - 1).edge_down
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                if x > 0:
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                    room.room_left = self.get(x - 1, y)
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                if x < w - 1:
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                    room.room_right = self.get(x + 1, y)
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                if y > 0:
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                    room.room_up = self.get(x, y - 1)
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                if y < h - 1:
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                    room.room_down = self.get(x, y + 1)
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        for x in range(w):
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            self.get(x, 0).edge_up.set_solid()
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            self.get(x, h-1).edge_down.set_solid()
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        for y in range(h):
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            self.get(0, y).edge_left.set_solid()
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            self.get(w-1, y).edge_right.set_solid()
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    def __iter__(self):
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        return iter(self.__rooms)
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    def get(self, x, y) -> RoomInfo:
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        assert 0 <= x < self.w and 0 <= y < self.h, f"{x} {y}"
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        return self.__rooms[x + y * self.w]
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    def get_tile(self, x, y):
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        return self.get(x // 10, y // 8).tiles[(x % 10) + (y % 8) * 10]
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    def get_item_pool(self):
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        item_pool = {}
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        for room in self.__rooms:
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            for location in room.locations:
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                print(room, location.get_item_pool(), location.__class__.__name__)
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                for k, v in location.get_item_pool().items():
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                    item_pool[k] = item_pool.get(k, 0) + v
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        unmapped_count = item_pool.get(None, 0)
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        del item_pool[None]
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        for item in PRIMARY_ITEMS:
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            if item not in item_pool:
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                item_pool[item] = 1
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                unmapped_count -= 1
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        while item_pool[POWER_BRACELET] < 2:
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            item_pool[POWER_BRACELET] = item_pool.get(POWER_BRACELET, 0) + 1
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            unmapped_count -= 1
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        while item_pool[SHIELD] < 2:
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            item_pool[SHIELD] = item_pool.get(SHIELD, 0) + 1
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            unmapped_count -= 1
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        assert unmapped_count >= 0
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        for item in SECONDARY_ITEMS:
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            if unmapped_count > 0:
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                item_pool[item] = item_pool.get(item, 0) + 1
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                unmapped_count -= 1
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        # Add a heart container per 10 items "spots" left.
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        heart_piece_count = unmapped_count // 10
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        unmapped_count -= heart_piece_count * 4
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        item_pool[HEART_PIECE] = item_pool.get(HEART_PIECE, 0) + heart_piece_count * 4
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        # Add the rest as rupees
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        item_pool[RUPEES_50] = item_pool.get(RUPEES_50, 0) + unmapped_count
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        return item_pool
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    def dump(self):
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        for y in range(self.h):
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            for x in range(self.w):
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                if self.get(x, y).edge_right.is_solid():
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                    print(" |", end="")
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                elif self.get(x, y).edge_right.get_open_range():
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                    print("  ", end="")
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                else:
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                    print(" ?", end="")
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            print()
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            for x in range(self.w):
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                if self.get(x, y).edge_down.is_solid():
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                    print("-+", end="")
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                elif self.get(x, y).edge_down.get_open_range():
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                    print(" +", end="")
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                else:
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                    print("?+", end="")
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            print()
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        print()
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class MazeGen:
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    UP = 0x01
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    DOWN = 0x02
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    LEFT = 0x04
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    RIGHT = 0x08
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    def __init__(self, the_map: Map):
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        self.map = the_map
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        self.visited = set()
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        self.visit(0, 0)
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    def visit(self, x, y):
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        self.visited.add((x, y))
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        neighbours = self.get_neighbours(x, y)
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        while any((x, y) not in self.visited for x, y, d in neighbours):
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            x, y, d = random.choice(neighbours)
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            if (x, y) not in self.visited:
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                if d == self.RIGHT and self.map.get(x, y).edge_left.can_open():
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                    self.map.get(x, y).edge_left.set_open()
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                elif d == self.LEFT and self.map.get(x, y).edge_right.can_open():
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                    self.map.get(x, y).edge_right.set_open()
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                elif d == self.DOWN and self.map.get(x, y).edge_up.can_open():
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                    self.map.get(x, y).edge_up.set_open()
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                elif d == self.UP and self.map.get(x, y).edge_down.can_open():
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                    self.map.get(x, y).edge_down.set_open()
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                self.visit(x, y)
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    def get_neighbours(self, x, y):
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        neighbours = []
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        if x > 0:
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            neighbours.append((x - 1, y, self.LEFT))
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        if x < self.map.w - 1:
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            neighbours.append((x + 1, y, self.RIGHT))
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        if y > 0:
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            neighbours.append((x, y - 1, self.UP))
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        if y < self.map.h - 1:
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            neighbours.append((x, y + 1, self.DOWN))
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        return neighbours
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