Refactor simple map builder to use the Rust builder pattern
This commit is contained in:
parent
9d97f3bd0d
commit
541421eb5b
12
src/main.rs
12
src/main.rs
@ -1,4 +1,4 @@
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use rltk::{GameState, Point, Rltk};
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use rltk::{GameState, Point, RandomNumberGenerator, Rltk};
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use specs::prelude::*;
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use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
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@ -461,15 +461,19 @@ impl State {
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self.mapgen_timer = 0.0;
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self.mapgen_history.clear();
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let mut builder = map_builders::random_builder(new_depth);
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builder.build_map();
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let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
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let mut builder = map_builders::random_builder(new_depth, &mut rng);
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builder.build_map(&mut rng);
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std::mem::drop(rng);
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self.mapgen_history = builder.get_snapshot_history();
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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*worldmap_resource = builder.get_map();
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player_start = builder.get_starting_position();
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player_start = builder.get_starting_position().as_mut().unwrap().clone();
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}
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// Spawn bad guys
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@ -6,10 +6,15 @@ mod dla;
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mod drunkard;
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mod maze;
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mod prefab_builder;
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mod room_based_spawner;
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mod room_based_stairs;
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mod room_based_starting_position;
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mod simple_map;
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mod voronoi;
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mod waveform_collapse;
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use crate::{spawner, Map, Position, Rect, SHOW_MAPGEN_VISUALIZER};
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use ::rltk::RandomNumberGenerator;
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use bsp_dungeon::BspDungeonBuilder;
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use bsp_interior::BspInteriorBuilder;
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use cellular_automata::CellularAutomataBuilder;
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@ -18,12 +23,119 @@ use dla::DLABuilder;
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use drunkard::DrunkardsWalkBuilder;
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use maze::MazeBuilder;
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use prefab_builder::PrefabBuilder;
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use room_based_spawner::RoomBasedSpawner;
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use room_based_stairs::RoomBasedStairs;
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use room_based_starting_position::RoomBasedStartingPosition;
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use simple_map::SimpleMapBuilder;
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use specs::prelude::*;
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use voronoi::VoronoiCellBuilder;
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use waveform_collapse::WaveformCollapseBuilder;
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use crate::{spawner, Map, Position};
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pub struct BuilderMap {
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pub spawn_list: Vec<(usize, String)>,
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pub map: Map,
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pub starting_position: Option<Position>,
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pub rooms: Option<Vec<Rect>>,
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pub history: Vec<Map>,
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}
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impl BuilderMap {
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN_VISUALIZER {
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let mut snapshot = self.map.clone();
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for v in snapshot.revealed_tiles.iter_mut() {
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*v = true;
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}
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self.history.push(snapshot);
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}
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}
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}
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pub struct BuilderChain {
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starter: Option<Box<dyn InitialMapBuilder>>,
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builders: Vec<Box<dyn MetaMapBuilder>>,
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pub build_data: BuilderMap,
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}
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impl BuilderChain {
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pub fn new(new_depth: i32) -> BuilderChain {
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BuilderChain {
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starter: None,
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builders: Vec::new(),
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build_data: BuilderMap {
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spawn_list: Vec::new(),
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map: Map::new(new_depth),
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starting_position: None,
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rooms: None,
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history: Vec::new(),
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},
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}
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}
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pub fn start_with(&mut self, starter: Box<dyn InitialMapBuilder>) -> &mut Self {
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match self.starter {
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None => self.starter = Some(starter),
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Some(_) => panic!("You can only have one starting builder."),
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}
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self
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}
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pub fn with(&mut self, metabuilder: Box<dyn MetaMapBuilder>) -> &mut Self {
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self.builders.push(metabuilder);
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self
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}
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pub fn build_map(&mut self, rng: &mut RandomNumberGenerator) -> &mut Self {
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match &mut self.starter {
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None => panic!("Cannot run a map builder chain without starting a build system"),
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Some(starter) => {
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// Build the starting map
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starter.build_map(rng, &mut self.build_data);
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}
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}
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// Build additional layers in turn
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for metabuilder in self.builders.iter_mut() {
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metabuilder.build_map(rng, &mut self.build_data);
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}
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self
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}
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pub fn spawn_entities(&mut self, ecs: &mut World) -> &mut Self {
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for entity in self.build_data.spawn_list.iter() {
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spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
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}
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self
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}
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pub fn get_map(&self) -> Map {
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self.build_data.map.clone()
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}
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pub fn get_starting_position(&self) -> Option<Position> {
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self.build_data.starting_position
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}
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pub fn get_snapshot_history(&self) -> Vec<Map> {
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self.build_data.history.clone()
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}
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pub fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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&self.build_data.spawn_list
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}
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}
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pub trait InitialMapBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
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}
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pub trait MetaMapBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
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}
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pub trait MapBuilder {
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fn get_map(&self) -> Map;
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@ -40,44 +152,13 @@ pub trait MapBuilder {
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}
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}
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pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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let mut rng = rltk::RandomNumberGenerator::new();
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let mut result: Box<dyn MapBuilder> = match rng.roll_dice(1, 17) {
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1 => Box::new(BspDungeonBuilder::new(new_depth)),
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2 => Box::new(BspInteriorBuilder::new(new_depth)),
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3 => Box::new(CellularAutomataBuilder::new(new_depth)),
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4 => Box::new(DrunkardsWalkBuilder::open_area(new_depth)),
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5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
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6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
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7 => Box::new(DrunkardsWalkBuilder::fat_passages(new_depth)),
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8 => Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)),
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9 => Box::new(MazeBuilder::new(new_depth)),
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10 => Box::new(DLABuilder::walk_inwards(new_depth)),
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11 => Box::new(DLABuilder::walk_outwards(new_depth)),
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12 => Box::new(DLABuilder::central_attractor(new_depth)),
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13 => Box::new(DLABuilder::insectoid(new_depth)),
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14 => Box::new(VoronoiCellBuilder::pythagoras(new_depth)),
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15 => Box::new(VoronoiCellBuilder::manhattan(new_depth)),
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16 => Box::new(PrefabBuilder::constant(
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new_depth,
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prefab_builder::prefab_levels::WFC_POPULATED,
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)),
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_ => Box::new(SimpleMapBuilder::new(new_depth)),
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};
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pub fn random_builder(new_depth: i32, rng: &mut RandomNumberGenerator) -> BuilderChain {
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let mut builder = BuilderChain::new(new_depth);
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builder
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.start_with(SimpleMapBuilder::new())
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.with(RoomBasedSpawner::new())
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.with(RoomBasedStartingPosition::new())
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.with(RoomBasedStairs::new());
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if rng.roll_dice(1, 3) == 1 {
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result = Box::new(WaveformCollapseBuilder::derived_map(new_depth, result));
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}
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if rng.roll_dice(1, 20) == 1 {
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result = Box::new(PrefabBuilder::sectional(
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new_depth,
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prefab_builder::prefab_sections::UNDERGROUND_FORT,
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result,
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));
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}
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result = Box::new(PrefabBuilder::vaults(new_depth, result));
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result
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builder
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}
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34
src/map_builders/room_based_spawner.rs
Normal file
34
src/map_builders/room_based_spawner.rs
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@ -0,0 +1,34 @@
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use rltk::RandomNumberGenerator;
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use crate::map_builders::{spawner, BuilderMap, MetaMapBuilder};
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pub struct RoomBasedSpawner {}
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impl MetaMapBuilder for RoomBasedSpawner {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl RoomBasedSpawner {
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#[allow(dead_code)]
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pub fn new() -> Box<RoomBasedSpawner> {
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Box::new(RoomBasedSpawner {})
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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if let Some(rooms) = &build_data.rooms {
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for room in rooms.iter().skip(1) {
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spawner::spawn_room(
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&build_data.map,
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rng,
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room,
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build_data.map.depth,
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&mut build_data.spawn_list,
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);
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}
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} else {
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panic!("Room Based Spawning only works after rooms have been created.");
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}
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}
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}
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30
src/map_builders/room_based_stairs.rs
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30
src/map_builders/room_based_stairs.rs
Normal file
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use rltk::RandomNumberGenerator;
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use crate::map_builders::{BuilderMap, MetaMapBuilder};
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use crate::TileType;
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pub struct RoomBasedStairs {}
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impl MetaMapBuilder for RoomBasedStairs {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl RoomBasedStairs {
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#[allow(dead_code)]
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pub fn new() -> Box<RoomBasedStairs> {
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Box::new(RoomBasedStairs {})
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}
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fn build(&mut self, _rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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if let Some(rooms) = &build_data.rooms {
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let stairs_position = rooms[rooms.len() - 1].center();
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let stairs_idx = build_data.map.xy_idx(stairs_position.0, stairs_position.1);
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build_data.map.tiles[stairs_idx] = TileType::DownStairs;
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build_data.take_snapshot();
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} else {
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panic!("Room Based Stairs only works after rooms have been created");
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}
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}
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}
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31
src/map_builders/room_based_starting_position.rs
Normal file
31
src/map_builders/room_based_starting_position.rs
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@ -0,0 +1,31 @@
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use rltk::RandomNumberGenerator;
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use crate::map_builders::{BuilderMap, MetaMapBuilder};
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use crate::Position;
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pub struct RoomBasedStartingPosition {}
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impl MetaMapBuilder for RoomBasedStartingPosition {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl RoomBasedStartingPosition {
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#[allow(dead_code)]
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pub fn new() -> Box<RoomBasedStartingPosition> {
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Box::new(RoomBasedStartingPosition {})
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}
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fn build(&mut self, _rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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if let Some(rooms) = &build_data.rooms {
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let start_pos = rooms[0].center();
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build_data.starting_position = Some(Position {
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x: start_pos.0,
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y: start_pos.1,
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});
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} else {
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panic!("Room Based Starting Position only works after rooms have been created.");
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}
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}
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}
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@ -1,113 +1,73 @@
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use rltk::RandomNumberGenerator;
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use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder};
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use crate::map_builders::common::{
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apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel,
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};
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use crate::map_builders::{BuilderMap, InitialMapBuilder};
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use crate::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
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pub struct SimpleMapBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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rooms: Vec<Rect>,
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history: Vec<Map>,
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spawn_list: Vec<(usize, String)>,
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}
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pub struct SimpleMapBuilder {}
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impl MapBuilder for SimpleMapBuilder {
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fn get_map(&self) -> Map {
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self.map.clone()
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}
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fn get_starting_position(&self) -> Position {
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self.starting_position
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}
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fn get_snapshot_history(&self) -> Vec<Map> {
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self.history.clone()
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}
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fn build_map(&mut self) {
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self.rooms_and_corridors();
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN_VISUALIZER {
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let mut snapshot = self.map.clone();
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for v in snapshot.revealed_tiles.iter_mut() {
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*v = true;
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}
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self.history.push(snapshot);
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}
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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&self.spawn_list
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impl InitialMapBuilder for SimpleMapBuilder {
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#[allow(dead_code)]
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.rooms_and_corridors(rng, build_data);
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}
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}
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impl SimpleMapBuilder {
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pub fn new(new_depth: i32) -> SimpleMapBuilder {
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SimpleMapBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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rooms: Vec::new(),
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history: Vec::new(),
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spawn_list: Vec::new(),
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}
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#[allow(dead_code)]
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pub fn new() -> Box<SimpleMapBuilder> {
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Box::new(SimpleMapBuilder {})
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}
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fn rooms_and_corridors(&mut self) {
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fn rooms_and_corridors(
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&mut self,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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) {
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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let mut rooms: Vec<Rect> = Vec::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, self.map.width - w - 1) - 1;
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let y = rng.roll_dice(1, self.map.height - h - 1) - 1;
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let x = rng.roll_dice(1, build_data.map.width - w - 1) - 1;
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let y = rng.roll_dice(1, build_data.map.height - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in self.rooms.iter() {
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for other_room in rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false;
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}
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}
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if ok {
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apply_room_to_map(&mut self.map, &new_room);
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apply_room_to_map(&mut build_data.map, &new_room);
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build_data.take_snapshot();
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if !self.rooms.is_empty() {
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if !rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = self.rooms[self.rooms.len() - 1].center();
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let (prev_x, prev_y) = rooms[rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
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apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
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apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, prev_y);
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apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, new_x);
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} else {
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apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
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apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
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apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, prev_x);
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apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, new_y);
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}
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}
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self.rooms.push(new_room);
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self.take_snapshot();
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rooms.push(new_room);
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build_data.take_snapshot();
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}
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}
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let stairs_position = self.rooms[self.rooms.len() - 1].center();
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let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
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self.map.tiles[stairs_idx] = TileType::DownStairs;
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self.starting_position = Position::from(self.rooms[0].center());
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// Spawn some entities
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for room in self.rooms.iter().skip(1) {
|
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spawner::spawn_room(&self.map, &mut rng, room, self.depth, &mut self.spawn_list);
|
||||
}
|
||||
build_data.rooms = Some(rooms);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user