function RoomPackager.CategoriseModel(o,h)if h:FindFirstChild("\069\110\100\080\097\114\116\115")then return game.ReplicatedStorage.PathModules.Branch elseif h.Start.Position.Y<h.End.Position.Y-5 then return game.ReplicatedStorage.PathModules.GoingUp elseif h.Start.Position.Y>h.End.Position.Y+5 then return game.ReplicatedStorage.PathModules.GoingDown else return game.ReplicatedStorage.PathModules.SameHeight end end local function h(o,W)local Q=o:GetChildren()for o=1,#Q,1 do if Q[o]:isA("\066\097\115\101\080\097\114\116")then(W:Clone()).Parent=Q[o]else h(Q[o],W)end end end RoomPackager.setUpBehaviours=function(o)if o:FindFirstChild("\066\101\104\097\118\105\111\117\114\115")then h(o,o.Behaviours)return end local W=o:GetChildren()for h=1,#W,1 do RoomPackager.setUpBehaviours(W[h])end end local function o(h,o,W)if o.Parent==h then return end if o.Name=="\069\110\100"and h:FindFirstChild("\069\110\100")then local W=Instance.new("\077\111\100\101\108")W.Name="\069\110\100\080\097\114\116\115"W.Parent=h o.Parent=W;(h:FindFirstChild("\069\110\100")).Parent=W elseif o.Name=="\069\110\100"and h:FindFirstChild("\069\110\100\080\097\114\116\115")then o.Parent=h:FindFirstChild("\069\110\100\080\097\114\116\115")elseif o.Name=="\069\110\100"then o.Parent=h else local Q=closestParentToWorkspace(o,h)if Q~=nil then if Q:isA("\066\097\115\101\080\097\114\116")then local o=Q:GetConnectedParts(true)for o,M in pairs(o)do if M.Name=="\069\110\100"then table.insert(W,M)else local o=closestParentToWorkspace(M,h)if o and o~=Q then o.Parent=h end end end end Q.Parent=h end end end function RoomPackager.PackageRoom(W,h)local Q=Instance.new("\077\111\100\101\108")Q.Name="\080\097\116\104"Q.Parent=game.ReplicatedStorage.PathModules local M=W:RegionsFromBasePlate(h)for h=1,#M,1 do while true do local W=game.Workspace:FindPartsInRegion3(M[h],nil,100)if#W==0 then break end for h,M in pairs(W)do o(Q,M,W)end end end h.Transparency=1 h.Parent=Q;(Q:FindFirstChild("\083\116\097\114\116",true)).Parent=Q;(Q:FindFirstChild("\083\116\097\114\116",true)).Transparency=1 if Q:FindFirstChild("\069\110\100\080\097\114\116\115")then local h=(Q:FindFirstChild("\069\110\100\080\097\114\116\115")):GetChildren()for o=1,#h,1 do h[o].Transparency=1 end else Q.End.Transparency=1 end Q.PrimaryPart=h Q.Parent=W:CategoriseModel(Q)RoomPackager.setUpBehaviours(Q)return Q end return RoomPackager

function RoomPackager:CategoriseModel(pathModel)
	if pathModel:FindFirstChild("EndParts") then
		return game.ReplicatedStorage.PathModules.Branch
	elseif pathModel.Start.Position.Y < pathModel.End.Position.Y - 5 then
		return game.ReplicatedStorage.PathModules.GoingUp
	elseif pathModel.Start.Position.Y > pathModel.End.Position.Y + 5 then
		return game.ReplicatedStorage.PathModules.GoingDown
	else
		return game.ReplicatedStorage.PathModules.SameHeight
	end
end

local function addBehavioursRecur(model, behaviourFolder)
	local children = model:GetChildren()
	for i = 1, #children do
		if children[i]:isA("BasePart") then
			behaviourFolder:Clone().Parent = children[i]
		else
			addBehavioursRecur(children[i], behaviourFolder)
		end
	end
end

RoomPackager.setUpBehaviours = function(roomModel)
	if roomModel:FindFirstChild("Behaviours") then
		addBehavioursRecur(roomModel, roomModel.Behaviours)
		return
	end
	local children = roomModel:GetChildren()
	for i = 1, #children do
		RoomPackager.setUpBehaviours(children[i])
	end
end

local function processPart(roomModel, part, parts)
	if part.Parent == roomModel then return end
	if part.Name == "End" and roomModel:FindFirstChild("End") then
		local endsModel = Instance.new("Model") --Used for branching the path
		endsModel.Name = "EndParts"
		endsModel.Parent = roomModel
		part.Parent = endsModel
		roomModel:FindFirstChild("End").Parent = endsModel
	elseif part.Name == "End" and roomModel:FindFirstChild("EndParts") then
		part.Parent = roomModel:FindFirstChild("EndParts")
	elseif part.Name == "End" then
		part.Parent = roomModel
	else
		local topLevelParent = closestParentToWorkspace(part, roomModel)
		if topLevelParent ~= nil then
			if topLevelParent:isA("BasePart") then
				local connectedParts = topLevelParent:GetConnectedParts(true)
				for _, connectedPart in pairs(connectedParts) do
					if connectedPart.Name == "End" then
						table.insert(parts, connectedPart)	
					else				
						local conTopLevelParent = closestParentToWorkspace(connectedPart, roomModel)
						if conTopLevelParent and conTopLevelParent ~= topLevelParent then
							conTopLevelParent.Parent = roomModel
						end
					end
				end
			end
			topLevelParent.Parent = roomModel
		end
	end
end

function RoomPackager:PackageRoom(roomBasePlate)
	local roomModel = Instance.new("Model")
	roomModel.Name = "Path"
	roomModel.Parent = game.ReplicatedStorage.PathModules
	
	local regions = self:RegionsFromBasePlate(roomBasePlate)
	
	for i = 1, #regions do
		--Repeatedly finds 100 parts in the region until none are left
		while true do
			local parts = game.Workspace:FindPartsInRegion3(regions[i], nil, 100)
			if #parts == 0 then
				break
			end
			for _, part in pairs(parts) do	
				processPart(roomModel, part, parts)
			end
		end
	end
	
	--Set-up model for use in the path (parts for locating the path are made transparent)
	roomBasePlate.Transparency = 1
	roomBasePlate.Parent = roomModel
	roomModel:FindFirstChild("Start", true).Parent = roomModel
	roomModel:FindFirstChild("Start", true).Transparency = 1
	if roomModel:FindFirstChild("EndParts") then
		local ends = roomModel:FindFirstChild("EndParts"):GetChildren()
		for i = 1, #ends do
			ends[i].Transparency = 1	
		end
	else		
		roomModel.End.Transparency = 1
	end
	roomModel.PrimaryPart = roomBasePlate
	roomModel.Parent = self:CategoriseModel(roomModel)
	RoomPackager.setUpBehaviours(roomModel)
	return roomModel
end

return RoomPackager
