enforces api usage
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parent
7e4953f096
commit
325c5af52f
4 changed files with 77 additions and 55 deletions
37
src/main.rs
37
src/main.rs
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@ -142,23 +142,21 @@ impl State {
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}
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}
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// Build new map
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// Build new map
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let worldmap;
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let mut builder;
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let current_depth;
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let current_depth;
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let player_start;
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let player_start;
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{
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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current_depth = worldmap_resource.depth;
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current_depth = worldmap_resource.depth;
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let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
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let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
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let (newmap, start) = map_builders::build_random_map(&mut rng, current_depth + 1);
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builder = map_builders::random_builder(current_depth + 1);
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*worldmap_resource = newmap;
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builder.build_map(&mut rng);
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player_start = start;
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*worldmap_resource = builder.get_map();
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worldmap = worldmap_resource.clone();
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player_start = builder.get_starting_pos();
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}
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}
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// Spawn things in rooms
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// Spawn things in rooms
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for room in worldmap.rooms.iter().skip(1) {
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builder.spawn_entities(&mut self.ecs);
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spawner::spawn_room(&mut self.ecs, room, current_depth + 1);
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}
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// Place the player and update resources
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// Place the player and update resources
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let mut player_position = self.ecs.write_resource::<Point>();
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let mut player_position = self.ecs.write_resource::<Point>();
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@ -198,21 +196,19 @@ impl State {
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}
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}
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// Build a new map and place the player
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// Build a new map and place the player
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let worldmap;
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let mut builder;
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let player_start;
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let player_start;
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{
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
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let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
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let (newmap, start) = map_builders::build_random_map(&mut rng, 1);
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builder = map_builders::random_builder(1);
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*worldmap_resource = newmap;
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builder.build_map(&mut rng);
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player_start = start;
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*worldmap_resource = builder.get_map();
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worldmap = worldmap_resource.clone();
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player_start = builder.get_starting_pos();
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}
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}
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// Spawn bad guys
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// Spawn bad guys
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for room in worldmap.rooms.iter().skip(1) {
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builder.spawn_entities(&mut self.ecs);
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spawner::spawn_room(&mut self.ecs, room, 1);
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}
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// Place the player and update resources
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// Place the player and update resources
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let (player_x, player_y) = (player_start.x, player_start.y);
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let (player_x, player_y) = (player_start.x, player_start.y);
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@ -533,16 +529,17 @@ fn main() -> rltk::BError {
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// Create seed.
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// Create seed.
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let mut rng = rltk::RandomNumberGenerator::new();
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let mut rng = rltk::RandomNumberGenerator::new();
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// Use seed to generate the map.
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// Use seed to generate the map.
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let (map, player_start) = map_builders::build_random_map(&mut rng, 1);
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let mut builder = map_builders::random_builder(1);
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builder.build_map(&mut rng);
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let player_start = builder.get_starting_pos();
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let map = builder.get_map();
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// Insert seed into the ECS.
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// Insert seed into the ECS.
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gs.ecs.insert(rng);
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gs.ecs.insert(rng);
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let player_name = "wanderer".to_string();
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let player_name = "wanderer".to_string();
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let player_entity = spawner::player(&mut gs.ecs, player_start.x, player_start.y, player_name);
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let player_entity = spawner::player(&mut gs.ecs, player_start.x, player_start.y, player_name);
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for room in map.rooms.iter().skip(1) {
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builder.spawn_entities(&mut gs.ecs);
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spawner::spawn_room(&mut gs.ecs, room, 1);
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}
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gs.ecs.insert(map);
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gs.ecs.insert(map);
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gs.ecs.insert(Point::new(player_start.x, player_start.y));
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gs.ecs.insert(Point::new(player_start.x, player_start.y));
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@ -1,4 +1,3 @@
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use super::Rect;
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use rltk::{Algorithm2D, BaseMap, Point, Rltk, RGB};
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use rltk::{Algorithm2D, BaseMap, Point, Rltk, RGB};
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use specs::prelude::*;
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use specs::prelude::*;
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@ -19,7 +18,6 @@ pub const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
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#[derive(Default, Serialize, Deserialize, Clone)]
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#[derive(Default, Serialize, Deserialize, Clone)]
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pub struct Map {
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pub struct Map {
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pub tiles: Vec<TileType>,
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pub tiles: Vec<TileType>,
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pub rooms: Vec<Rect>,
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pub width: i32,
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pub width: i32,
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pub height: i32,
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pub height: i32,
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pub revealed_tiles: Vec<bool>,
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pub revealed_tiles: Vec<bool>,
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@ -46,7 +44,6 @@ impl Map {
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pub fn new(new_depth: i32) -> Map {
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pub fn new(new_depth: i32) -> Map {
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Map {
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Map {
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tiles: vec![TileType::Wall; MAPCOUNT],
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tiles: vec![TileType::Wall; MAPCOUNT],
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rooms: Vec::new(),
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width: MAPWIDTH as i32,
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width: MAPWIDTH as i32,
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height: MAPHEIGHT as i32,
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height: MAPHEIGHT as i32,
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revealed_tiles: vec![false; MAPCOUNT],
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revealed_tiles: vec![false; MAPCOUNT],
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@ -6,10 +6,13 @@ use common::*;
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use rltk::RandomNumberGenerator;
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use specs::prelude::*;
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trait MapBuilder {
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pub trait MapBuilder {
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fn build(rng: &mut RandomNumberGenerator, new_depth: i32) -> (Map, Position);
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fn build_map(&mut self, rng: &mut RandomNumberGenerator);
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fn spawn_entities(&mut self, ecs: &mut World);
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fn get_map(&mut self) -> Map;
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fn get_starting_pos(&mut self) -> Position;
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}
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}
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pub fn build_random_map(rng: &mut RandomNumberGenerator, new_depth: i32) -> (Map, Position) {
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pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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SimpleMapBuilder::build(rng, new_depth)
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return Box::new(SimpleMapBuilder::new(new_depth));
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}
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}
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@ -5,73 +5,98 @@ use super::{
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use rltk::RandomNumberGenerator;
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use specs::prelude::*;
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pub struct SimpleMapBuilder {}
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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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}
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impl MapBuilder for SimpleMapBuilder {
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impl MapBuilder for SimpleMapBuilder {
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fn build(rng: &mut RandomNumberGenerator, new_depth: i32) -> (Map, Position) {
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fn get_map(&mut self) -> Map {
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let mut map = Map::new(new_depth);
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return self.map.clone();
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let player_pos = SimpleMapBuilder::rooms_and_corridors(rng, &mut map);
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}
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return (map, player_pos);
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.rooms_and_corridors(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.rooms.iter().skip(1) {
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return spawner::spawn_room(ecs, room, self.depth);
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}
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}
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}
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}
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}
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impl SimpleMapBuilder {
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impl SimpleMapBuilder {
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fn rooms_and_corridors(rng: &mut RandomNumberGenerator, map: &mut Map) -> Position {
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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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}
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}
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fn rooms_and_corridors(&mut self, rng: &mut RandomNumberGenerator) {
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const MAX_ROOMS: i32 = 30;
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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const MAX_SIZE: i32 = 10;
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const MAX_OFFSET: u8 = 32;
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const MAX_OFFSET: u8 = 32;
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for idx in 0..map.red_offset.len() {
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for idx in 0..self.map.red_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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map.red_offset[idx] = roll as u8;
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self.map.red_offset[idx] = roll as u8;
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}
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}
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for idx in 0..map.green_offset.len() {
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for idx in 0..self.map.green_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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map.green_offset[idx] = roll as u8;
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self.map.green_offset[idx] = roll as u8;
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}
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}
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for idx in 0..map.blue_offset.len() {
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for idx in 0..self.map.blue_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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map.blue_offset[idx] = roll as u8;
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self.map.blue_offset[idx] = roll as u8;
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}
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}
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for _i in 0..MAX_ROOMS {
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for _i in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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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 h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, map.width - w - 1) - 1;
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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, map.height - h - 1) - 1;
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let y = rng.roll_dice(1, self.map.height - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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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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let mut ok = true;
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for other_room in map.rooms.iter() {
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for other_room in self.rooms.iter() {
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if new_room.intersect(other_room) {
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if new_room.intersect(other_room) {
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ok = false
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ok = false
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}
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}
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}
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}
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if ok {
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if ok {
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apply_room_to_map(map, &new_room);
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apply_room_to_map(&mut self.map, &new_room);
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if !map.rooms.is_empty() {
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if !self.rooms.is_empty() {
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let (new_x, new_y) = new_room.centre();
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let (new_x, new_y) = new_room.centre();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].centre();
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let (prev_x, prev_y) = self.rooms[self.rooms.len() - 1].centre();
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if rng.range(0, 2) == 1 {
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if rng.range(0, 2) == 1 {
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apply_horizontal_tunnel(map, prev_x, new_x, prev_y);
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apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
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apply_vertical_tunnel(map, prev_y, new_y, new_x);
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apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
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} else {
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} else {
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apply_vertical_tunnel(map, prev_y, new_y, prev_x);
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apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
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apply_horizontal_tunnel(map, prev_x, new_x, new_y);
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apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
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}
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}
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}
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}
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map.rooms.push(new_room);
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self.rooms.push(new_room);
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}
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}
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].centre();
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let stairs_position = self.rooms[self.rooms.len() - 1].centre();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStair;
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self.map.tiles[stairs_idx] = TileType::DownStair;
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let start_pos = map.rooms[0].centre();
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let start_pos = self.rooms[0].centre();
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return Position { x: start_pos.0, y: start_pos.1 };
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self.starting_position = Position { x: start_pos.0, y: start_pos.1 };
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}
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}
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}
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}
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