Mid process of porting code from sloppy 3D maze generation into cleaner
layout. Still not convinced it's ideal, but until I can work further on
the project and get a better idea how I want the class structure laid out,
I think this is what I'm sticking with.
Moved yet more code over to the RogueRoom class from Main. Still far from
finished, but trying to keep regular commits, even if broken so I don't
lose progress.
Theoretically I've ported code for building corridors as well! :D
Theoretically I've ported the code to the point that it will run again?
We're going to test, check errors, and report back when things seem to be
up and running. NOTE: blocks aren't working now. That whole setup has to
change, though, because blocks are going to be saved in memory in the
rooms and such and blah.
Um, for some reason the 2D map isn't generating properly anymore? AKA: all
the code that I didn't edit is fucked up now too. Shit.

Well, I seem to have ported the 3D stuff successfully, so there's that.
I'll look into the buggy map stuff when I get a chance.
Found bug: I was reading "RIGHT_DOOR" as also "DOWN_DOOR". Derp. Fixed
that up, and now the maze seems to be rendering fine. Just need to add a
cubes system now, as well as something with placeholder cubes stored, and
I'm good with this code.
Beginning the cube data structure.
Cube placement in rooms seems to be working, sans openings in walls for
corridors.

Don't recall if this happened in this update or the previous, but for the
sake of documentation: scaling is no longer happening (or, rather it is,
but it's currently scaling by 1). I had stuck to the premise that I needed
to scale to "unity coordinates", when really my coordinates were based on
something in Unity to begin with: the mineable blocks. By getting rid of
scaling, all my weird placement issues went away. Well, that and I needed
to transpose some coordinates but that was not a big deal.

Anyway, next iteration is to put in gaps in the block placement to allow
passage to corridors, as well as cleaning up any code relating to scaling
so the scaling is no longer there.
Fixed up blocks blocking corridors, though there are a few off-by-one
errors. I'm actively choosing to ignore those for now, since the code for
generating cubes has to change long term anyway. For now, the maze is
traversible, so I'm satisfied.

Also, fixed up a decent number of bugs and missing elements from the
general maze generation. Ceiling put in, walls are appropriately boosted
from the floor (originally they were spawning at y = 0, meaning they
jutted into the floor), and fixed up a z-fighting issue with corridor
walls.
Implemented rudimentary system for various room types. There is still a
fair amount to get placed in, but it's dependent upon other peoples' code,
so I'll have to wait until I get a chance to talk with them to take care
of that.
Mostly added perlin noise for the left-hand wall of the room, but
apparently it's not bounded as intended. I'll need to debug a little, but
I really need to push this to master, so I'm committing a mostly finished
version.
Merge branch 'refactor_3d_gen'