roguelike-game/src/map_builders.rs

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Rust
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mod bsp_dungeon;
mod bsp_interior;
mod cellular_automata;
mod common;
mod dla;
mod drunkard;
mod maze;
mod prefab_builder;
mod simple_map;
mod voronoi;
mod waveform_collapse;
use crate::{Map, Position};
use bsp_dungeon::BspDungeonBuilder;
use bsp_interior::BspInteriorBuilder;
use cellular_automata::CellularAutomataBuilder;
use common::*;
use dla::DLABuilder;
use drunkard::DrunkardsWalkBuilder;
use maze::MazeBuilder;
use prefab_builder::PrefabBuilder;
use simple_map::SimpleMapBuilder;
use specs::prelude::*;
use voronoi::VoronoiCellBuilder;
use waveform_collapse::WaveformCollapseBuilder;
pub trait MapBuilder {
fn get_map(&self) -> Map;
fn get_starting_position(&self) -> Position;
fn get_snapshot_history(&self) -> Vec<Map>;
fn build_map(&mut self);
fn spawn_entities(&mut self, ecs: &mut World);
fn take_snapshot(&mut self);
}
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
// let mut rng = rltk::RandomNumberGenerator::new();
// let mut result: Box<dyn MapBuilder> = match rng.roll_dice(1, 16) {
// 1 => Box::new(BspDungeonBuilder::new(new_depth)),
// 2 => Box::new(BspInteriorBuilder::new(new_depth)),
// 3 => Box::new(CellularAutomataBuilder::new(new_depth)),
// 4 => Box::new(DrunkardsWalkBuilder::open_area(new_depth)),
// 5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
// 6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
// 7 => Box::new(DrunkardsWalkBuilder::fat_passages(new_depth)),
// 8 => Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)),
// 9 => Box::new(MazeBuilder::new(new_depth)),
// 10 => Box::new(DLABuilder::walk_inwards(new_depth)),
// 11 => Box::new(DLABuilder::walk_outwards(new_depth)),
// 12 => Box::new(DLABuilder::central_attractor(new_depth)),
// 13 => Box::new(DLABuilder::insectoid(new_depth)),
// 14 => Box::new(VoronoiCellBuilder::pythagoras(new_depth)),
// 15 => Box::new(VoronoiCellBuilder::manhattan(new_depth)),
// _ => Box::new(SimpleMapBuilder::new(new_depth)),
// };
//
// if rng.roll_dice(1, 3) == 1 {
// result = Box::new(WaveformCollapseBuilder::derived_map(new_depth, result));
// }
//
// result
Box::new(PrefabBuilder::new(new_depth))
}