last room and puzzle order
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@@ -37,11 +37,14 @@ namespace EscapeRoomEngine.Engine.Runtime
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public IOption<Room> CurrentRoom => NumberOfRooms > 0 ? Some<Room>.Of(_rooms[^1]) : None<Room>.New();
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private readonly List<Room> _rooms = new();
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private List<PuzzleModuleDescription> _puzzles;
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private GameObject _playSpaceOrigin;
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private void Awake()
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{
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Measure.Clear();
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_puzzles = new List<PuzzleModuleDescription>(theme.puzzleTypes);
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}
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private void Start()
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@@ -79,7 +82,10 @@ namespace EscapeRoomEngine.Engine.Runtime
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var puzzlesAdded = 0;
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var tries = 0;
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Space space;
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Passage exit;
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Passage exit = null;
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var puzzle = _puzzles[0];
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_puzzles.RemoveAt(0);
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do
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{
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@@ -90,19 +96,20 @@ namespace EscapeRoomEngine.Engine.Runtime
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space = new Space(room, entrance);
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// add exit
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var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
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if (!space.AddModuleWithRequirements(exitDoor))
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throw new EngineException("Could not satisfy requirements for exit door.");
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exit = new Passage(exitDoor);
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// add puzzles
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var puzzleCount = Utilities.Utilities.RandomInclusive(theme.puzzleCount.x, theme.puzzleCount.y);
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for (var i = 0; i < puzzleCount; i++)
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if (_puzzles.Count > 0)
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{
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if (space.AddModuleWithRequirements(Module.CreateModuleByType(space, theme.puzzleTypes.RandomElement())))
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var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
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if (!space.AddModuleWithRequirements(exitDoor))
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{
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puzzlesAdded++;
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throw new EngineException("Could not satisfy requirements for exit door.");
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}
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exit = new Passage(exitDoor);
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}
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// add puzzle
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if (space.AddModuleWithRequirements(Module.CreateModuleByType(space, puzzle)))
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{
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puzzlesAdded++;
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}
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} while (puzzlesAdded == 0 && tries < maxSpaceGenerationTries);
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