fix end space
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@@ -63,7 +63,15 @@ namespace EscapeRoomEngine.Engine.Runtime
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var room = new Room(entrance);
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_rooms.Add(room);
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GenerateSpace(room, entrance);
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if (_plannedPuzzles.Count > 0)
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{
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GeneratePuzzleSpace(room, entrance);
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}
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else
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{
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GenerateEndSpace(room, entrance);
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GameControl.Instance.StopGame();
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}
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var roomId = _rooms.Count - 1;
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room.InstantiateRoom(_playSpaceOrigin.transform, roomId * roomOffset, roomId.ToString());
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@@ -77,15 +85,14 @@ namespace EscapeRoomEngine.Engine.Runtime
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UpdateUI();
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}
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private void GenerateSpace(Room room, Passage entrance)
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private void GeneratePuzzleSpace(Room room, Passage entrance)
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{
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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 = null;
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Passage exit;
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// choose the next puzzle
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// PlanPuzzles();
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var puzzle = ChoosePuzzle();
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GameControl.Instance.CurrentPuzzle = puzzle;
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@@ -98,17 +105,14 @@ namespace EscapeRoomEngine.Engine.Runtime
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space = new Space(room, entrance);
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// add exit
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if (_plannedPuzzles.Count > 0)
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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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var exitDoor = new DoorModule(space, theme.exitDoorTypes.RandomElement());
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if (!space.AddModuleWithRequirements(exitDoor))
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{
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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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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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// add puzzle
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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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@@ -123,6 +127,13 @@ namespace EscapeRoomEngine.Engine.Runtime
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room.AddSpace(space, exit);
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}
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private void GenerateEndSpace(Room room, Passage entrance)
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{
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Logger.Log($"Generating end space...", LogType.RoomGeneration);
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room.AddSpace(new Space(room, entrance), null);
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}
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private PuzzleModuleDescription ChoosePuzzle()
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{
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// choose a puzzle from the plan and remove it from both the plan and later available puzzles (so it is only chosen once)
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