bool _generateSubPath_sub_2(Position pos) { maze_room_internal room = getRoom(pos); if (room != null) { for (int i = 0; i < 4; i++) { if (room.GetPassageType(i) == 0) { if (this.isRoomInDirectionFree(pos, i)) { return(true); } } } } return(false); }
bool _create_sub_path_recursive(Position pos) { RoomTrait room = getRoom(pos); maze_room_internal maze_room = maze_generator.getRoom(pos); room.roomType = 1; for (int direction = 0; direction < 4; direction++) { if (maze_room.GetPassageType(direction) == 2) { Position biased_pos = pos.GetBiasedPosition(direction); if (room != null) { room.Link(direction, 2); } return(_create_sub_path_recursive(biased_pos)); } } return(true); }