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package technology.zim
//For now, keep it small with uncompresed tile representation
//In the future, this could be stored in a gzipped file and memory mapped
//Location in array is the tile's coordinates
//Value of int is barriers, bitwise operation
class World(val tiles: ArrayList<ArrayList<Walls>> ) {
//TODO: Implement world generation algorithm
fun generate(seed: Int) {
}
//Determine whether moving from one tile to another is valid
//Should limit to adjacent tiles
//Should detect walls and refuse movement if one exists in the desired direction
//Or maybe this should be delegated to another class
fun canPass(x: Int, y: Int, fromX: Int, fromY: Int) {
}
}