public void ReserveDoors()
{
_room.ReserveDoors();
_section.CleanLockedDoorCandidates();
for (var dir = 0; dir < 4; ++dir)
{
if (_room.Links[dir] == LinkType.From || _room.Links[dir] == LinkType.To)
{
// Boss door supposed to be locked, skip it and let Dungeon.InitFloorRegion() create it.
if ((DungeonBlockType)_room.DoorType[dir] != DungeonBlockType.BossDoor)
this.AddDoor(dir, DungeonBlockType.Door);
}
}
this.OpenAllDoors();
}