cleaned up formatting:
- removed trailing whitespace - changed all leading whitespace to tabs - removed IDE created author comments
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@@ -115,9 +115,9 @@ public class PrisonBossLevel extends RegularLevel {
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}
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roomExit = Random.element( rooms );
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} while (
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roomExit == roomEntrance ||
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roomExit.width() < 7 ||
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roomExit.height() < 7 ||
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roomExit == roomEntrance ||
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roomExit.width() < 7 ||
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roomExit.height() < 7 ||
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roomExit.top == 0);
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Graph.buildDistanceMap( rooms, roomExit );
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@@ -128,7 +128,7 @@ public class PrisonBossLevel extends RegularLevel {
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roomEntrance.type = Type.ENTRANCE;
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roomExit.type = Type.BOSS_EXIT;
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List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit );
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List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit );
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Graph.setPrice( path, roomEntrance.distance );
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Graph.buildDistanceMap( rooms, roomExit );
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@@ -145,7 +145,7 @@ public class PrisonBossLevel extends RegularLevel {
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for (Room r : rooms) {
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if (r.type == Type.NULL && r.connected.size() > 0) {
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r.type = Type.PASSAGE;
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r.type = Type.PASSAGE;
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}
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}
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@@ -215,7 +215,7 @@ public class PrisonBossLevel extends RegularLevel {
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protected void decorate() {
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for (int i=WIDTH + 1; i < LENGTH - WIDTH - 1; i++) {
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if (map[i] == Terrain.EMPTY) {
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if (map[i] == Terrain.EMPTY) {
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float c = 0.15f;
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if (map[i + 1] == Terrain.WALL && map[i + WIDTH] == Terrain.WALL) {
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@@ -238,7 +238,7 @@ public class PrisonBossLevel extends RegularLevel {
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}
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for (int i=0; i < WIDTH; i++) {
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if (map[i] == Terrain.WALL &&
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if (map[i] == Terrain.WALL &&
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(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
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Random.Int( 4 ) == 0) {
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@@ -247,8 +247,8 @@ public class PrisonBossLevel extends RegularLevel {
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}
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for (int i=WIDTH; i < LENGTH - WIDTH; i++) {
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if (map[i] == Terrain.WALL &&
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map[i - WIDTH] == Terrain.WALL &&
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if (map[i] == Terrain.WALL &&
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map[i - WIDTH] == Terrain.WALL &&
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(map[i + WIDTH] == Terrain.EMPTY || map[i + WIDTH] == Terrain.EMPTY_SP) &&
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Random.Int( 2 ) == 0) {
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@@ -262,7 +262,7 @@ public class PrisonBossLevel extends RegularLevel {
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arenaDoor = door.x + door.y * WIDTH;
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Painter.set( this, arenaDoor, Terrain.LOCKED_DOOR );
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Painter.fill( this,
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Painter.fill( this,
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roomExit.left + 2,
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roomExit.top + 2,
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roomExit.width() - 3,
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@@ -305,7 +305,7 @@ public class PrisonBossLevel extends RegularLevel {
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if (ch == Dungeon.hero && !enteredArena && roomExit.inside( cell )) {
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enteredArena = true;
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seal();
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seal();
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int pos;
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do {
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