ensure we have at least two directions enabled (or 0) so we can find a matching tiletype. The game chooses to curve "end piece" walls into orthogonally adjacent hidden tiles, or uses a pillar if there are no such tiles. we take the easier, but not quite conformant, path here and always use a pillar for end pieces. If we want to become faithful to how the game does it, this code should be moved to
| 609 | // longer adjacent to hidden tiles and convert them to pillars when we dig two |
| 610 | // tiles away from such a wall end and reveal their adjacent hidden tile. |
| 611 | static TileDirection ensure_valid_tdir(TileDirection tdir) { |
| 612 | if (tdir.sum() < 2) |
| 613 | tdir.whole = 0; |
| 614 | return tdir; |
| 615 | } |
| 616 | |
| 617 | // connects adjacent smooth walls to our new smooth wall |
| 618 | static TileDirection BLANK_TILE_DIRECTION; |
no outgoing calls
no test coverage detected