/// <summary> /// Declares this place to be a room. /// Doors of this place won't be locked with a key. /// </summary> public void ReserveDoors() { _room.ReserveDoors(); _section.CleanLockedDoorCandidates(); for (var dir = 0; dir < 4; ++dir) { if (_room.Links[dir] == LinkType.From || _room.Links[dir] == LinkType.To) { this.AddDoor(dir, DungeonBlockType.Door); } } this.OpenAllDoors(); }
/// <summary> /// Declares this place to be a room. /// Doors of this place won't be locked with a key. /// </summary> public void ReserveDoors() { _room.ReserveDoors(); _section.CleanLockedDoorCandidates(); for (var dir = 0; dir < 4; ++dir) { if (_room.Links[dir] == LinkType.From || _room.Links[dir] == LinkType.To) { // Boss door supposed to be locked, skip it and let Dungeon.InitFloorRegion() create it. if ((DungeonBlockType)_room.DoorType[dir] != DungeonBlockType.BossDoor) { this.AddDoor(dir, DungeonBlockType.Door); } } } this.OpenAllDoors(); }