Refactor waveform_collapse map builder to use Rust builder pattern
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@ -168,7 +168,8 @@ pub trait MapBuilder {
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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(CellularAutomataBuilder::new())
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.start_with(VoronoiCellBuilder::pythagoras())
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.with(WaveformCollapseBuilder::new())
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.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
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.with(CullUnreachable::new())
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.with(VoronoiSpawning::new())
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@ -13,167 +13,71 @@ use super::common::{
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generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
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};
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use super::MapBuilder;
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use crate::map_builders::{BuilderMap, MetaMapBuilder};
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use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
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pub struct WaveformCollapseBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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history: Vec<Map>,
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noise_areas: HashMap<i32, Vec<usize>>,
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derive_from: Option<Box<dyn MapBuilder>>,
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spawn_list: Vec<(usize, String)>,
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}
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pub struct WaveformCollapseBuilder {}
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impl MapBuilder for WaveformCollapseBuilder {
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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.build();
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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 MetaMapBuilder for WaveformCollapseBuilder {
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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 WaveformCollapseBuilder {
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/// Generic constructor for waveform collapse.
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/// # Arguments
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/// * new_depth - the new map depth
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/// * derive_from - either None, or a boxed MapBuilder, as output by `random_builder`
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pub fn new(
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new_depth: i32,
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derive_from: Option<Box<dyn MapBuilder>>,
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) -> WaveformCollapseBuilder {
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WaveformCollapseBuilder {
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map: Map::new(new_depth),
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starting_position: Position::default(),
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depth: new_depth,
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history: Vec::new(),
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noise_areas: HashMap::new(),
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derive_from,
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spawn_list: Vec::new(),
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}
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/// Constructor for waveform collapse.
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#[allow(dead_code)]
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pub fn new() -> Box<WaveformCollapseBuilder> {
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Box::new(WaveformCollapseBuilder {})
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}
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/// Derives a map from a pre-existing map builder.
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/// # Arguments
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/// * new_depth - the new map depth
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/// * derive_from - either None, or a boxed MapBuilder, as output by `random_builder`
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pub fn derived_map(new_depth: i32, builder: Box<dyn MapBuilder>) -> WaveformCollapseBuilder {
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WaveformCollapseBuilder::new(new_depth, Some(builder))
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}
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fn build(&mut self) {
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let mut rng = RandomNumberGenerator::new();
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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const CHUNK_SIZE: i32 = 8;
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build_data.take_snapshot();
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let prebuilder = &mut self.derive_from.as_mut().unwrap();
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prebuilder.build_map();
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self.map = prebuilder.get_map();
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for t in self.map.tiles.iter_mut() {
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if *t == TileType::DownStairs {
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*t = TileType::Floor
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}
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}
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self.take_snapshot();
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let patterns = build_patterns(&self.map, CHUNK_SIZE, true, true);
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let patterns = build_patterns(&build_data.map, CHUNK_SIZE, true, true);
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let constraints = patterns_to_constraints(patterns, CHUNK_SIZE);
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self.render_tile_gallery(&constraints, CHUNK_SIZE);
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self.render_tile_gallery(&constraints, CHUNK_SIZE, build_data);
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self.map = Map::new(self.depth);
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build_data.map = Map::new(build_data.map.depth);
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loop {
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let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &self.map);
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while !solver.iteration(&mut self.map, &mut rng) {
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self.take_snapshot();
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let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &build_data.map);
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while !solver.iteration(&mut build_data.map, rng) {
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build_data.take_snapshot();
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}
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self.take_snapshot();
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build_data.take_snapshot();
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if solver.possible {
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break;
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} // If it has hit an impossible condition, try again
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}
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// Find a starting point; start at the middle and walk left until we find an open tile
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self.starting_position = Position {
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x: self.map.width / 2,
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y: self.map.height / 2,
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};
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let mut start_idx = self
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.map
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.xy_idx(self.starting_position.x, self.starting_position.y);
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while self.map.tiles[start_idx] != TileType::Floor {
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self.starting_position.x -= 1;
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start_idx = self
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.map
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.xy_idx(self.starting_position.x, self.starting_position.y);
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}
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self.take_snapshot();
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// Find all tiles we can reach from the starting point
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let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
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self.take_snapshot();
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// Place the stairs
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self.map.tiles[exit_tile] = TileType::DownStairs;
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self.take_snapshot();
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// Now we build a noise map for use in spawning entities later
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self.noise_areas = generate_voronoi_spawn_regions(&self.map, &mut rng);
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// Spawn the entities
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for area in self.noise_areas.iter() {
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spawner::spawn_region(
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&self.map,
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&mut rng,
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area.1,
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self.depth,
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&mut self.spawn_list,
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);
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}
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build_data.spawn_list.clear();
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}
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fn render_tile_gallery(&mut self, constraints: &[MapChunk], chunk_size: i32) {
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self.map = Map::new(0);
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fn render_tile_gallery(
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&mut self,
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constraints: &[MapChunk],
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chunk_size: i32,
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build_data: &mut BuilderMap,
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) {
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build_data.map = Map::new(0);
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let mut counter = 0;
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let mut x = 1;
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let mut y = 1;
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while counter < constraints.len() {
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render_pattern_to_map(&mut self.map, &constraints[counter], chunk_size, x, y);
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render_pattern_to_map(&mut build_data.map, &constraints[counter], chunk_size, x, y);
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x += chunk_size + 1;
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if x + chunk_size > self.map.width {
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if x + chunk_size > build_data.map.width {
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// Move to the next row
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x = 1;
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y += chunk_size + 1;
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if y + chunk_size > self.map.height {
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if y + chunk_size > build_data.map.height {
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// Move to the next page
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self.take_snapshot();
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self.map = Map::new(0);
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build_data.take_snapshot();
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build_data.map = Map::new(0);
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x = 1;
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y = 1;
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@ -182,6 +86,6 @@ impl WaveformCollapseBuilder {
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counter += 1;
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}
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self.take_snapshot();
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build_data.take_snapshot();
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}
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}
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