Switching up the tiles used during generation to the correct ones
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		@@ -58,7 +58,7 @@ class Generator:
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    def run(self):
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        width, height = self.params["width"], self.params["height"]
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        walkers = [Walker(width//2, height//2)]
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        grid = [[Tile.WALL for _ in range(width)] for _ in range(height)]
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        grid = [[Tile.EMPTY for _ in range(width)] for _ in range(height)]
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        count = 0
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        while count < self.params["fill"] * width*height:
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            # because we can't add or remove walkers while looping over the pop
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@@ -68,9 +68,9 @@ class Generator:
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            failsafe = choice(walkers)
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            for walker in walkers:
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                if grid[walker.y][walker.x] == Tile.WALL:
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                if grid[walker.y][walker.x] == Tile.EMPTY:
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                    count += 1
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                    grid[walker.y][walker.x] = Tile.EMPTY
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                    grid[walker.y][walker.x] = Tile.FLOOR
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                if random() < self.params["turn_chance"]:
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                    walker.random_turn()
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                walker.move_in_bounds(width, height)
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@@ -91,8 +91,9 @@ class Generator:
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                        next_walker_pop.append(walker.split())
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            walkers = next_walker_pop
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        start_x, start_y = randint(0, width), randint(0, height)
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        while grid[start_y][start_x] != Tile.EMPTY:
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        while grid[start_y][start_x] != Tile.FLOOR:
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            start_x, start_y = randint(0, width), randint(0, height)
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        return Map(width, height, grid, start_x, start_y)
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