public void GenerateWallsOnMapBorders() { // Place walls in case rooms ended up open as a result of ROOM_WALL_BORDER = 0 for (int y = 0; y < MAP_HEIGHT; y++) { for (int x = 0; x < MAP_WIDTH; x++) { if (x == 0 || y == 0 || x == MAP_WIDTH - 1 || y == MAP_HEIGHT - 1) { DungeonTile tile = tiles[x, y]; if (!tile.isEmpty()) { SetWall(x, y); if (x == 0 && tiles[x + 1, y].isWall()) { SetWallCorner(x, y); } if (y == 0 && tiles[x, y + 1].isWall()) { SetWallCorner(x, y); } if (x == MAP_WIDTH - 1 && tiles[x - 1, y].isWall()) { SetWallCorner(x, y); } if (y == MAP_HEIGHT - 1 && tiles[x, y - 1].isWall()) { SetWallCorner(x, y); } if (x == 0 && y == 0) { SetWallCorner(x, y); } if (x == MAP_WIDTH - 1 && y == MAP_HEIGHT - 1) { SetWallCorner(x, y); } } } } } }