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Fix Room Blocking. Thanks #TheJava for helping.
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@ -300,7 +300,6 @@ public class RoomLayout {
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double height = currentAdj.getStackHeight() - current.getStackHeight();
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double height = currentAdj.getStackHeight() - current.getStackHeight();
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if (!ALLOW_FALLING && height < -MAXIMUM_STEP_HEIGHT) continue;
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if (!ALLOW_FALLING && height < -MAXIMUM_STEP_HEIGHT) continue;
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if (currentAdj.state == RoomTileState.OPEN && height > MAXIMUM_STEP_HEIGHT) continue;
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if (currentAdj.state == RoomTileState.OPEN && height > MAXIMUM_STEP_HEIGHT) continue;
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if (currentAdj.hasUnits() && ((!isWalktroughRetry && !this.room.isAllowWalkthrough()) || currentAdj.equals(goalLocation))) {
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if (currentAdj.hasUnits() && ((!isWalktroughRetry && !this.room.isAllowWalkthrough()) || currentAdj.equals(goalLocation))) {
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closedList.add(currentAdj);
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closedList.add(currentAdj);
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openList.remove(currentAdj);
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openList.remove(currentAdj);
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@ -320,7 +319,7 @@ public class RoomLayout {
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}
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}
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if (!this.room.isAllowWalkthrough() && !isWalktroughRetry) {
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if (!this.room.isAllowWalkthrough() && !isWalktroughRetry) {
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return this.findPath(oldTile, newTile, goalLocation, roomUnit, true);
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return this.findPath(oldTile, newTile, goalLocation, roomUnit, false);
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}
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}
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return null;
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return null;
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