mod bsp_dungeon; mod bsp_interior; mod cellular_automata; mod common; mod drunkard; mod maze; mod simple_map; use crate::{Map, Position}; use bsp_dungeon::BspDungeonBuilder; use bsp_interior::BspInteriorBuilder; use cellular_automata::CellularAutomataBuilder; use common::*; use drunkard::DrunkardsWalkBuilder; use maze::MazeBuilder; use simple_map::SimpleMapBuilder; use specs::prelude::*; pub trait MapBuilder { fn build_map(&mut self); fn spawn_entities(&mut self, ecs: &mut World); fn get_map(&self) -> Map; fn get_starting_position(&self) -> Position; fn get_snapshot_history(&self) -> Vec; fn take_snapshot(&mut self); } pub fn random_builder(new_depth: i32) -> Box { let mut rng = rltk::RandomNumberGenerator::new(); match rng.roll_dice(1, 8) { 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(MazeBuilder::new(new_depth)), _ => Box::new(SimpleMapBuilder::new(new_depth)), } }