mazes
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parent
363ff4c0a3
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f578938390
5 changed files with 329 additions and 8 deletions
239
src/map_builders/maze.rs
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239
src/map_builders/maze.rs
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use super::{
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generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant, spawner, Map, MapBuilder,
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Position, TileType, SHOW_MAPGEN,
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};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use std::collections::HashMap;
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pub struct MazeBuilder {
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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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}
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impl MapBuilder for MazeBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawner::spawn_region(ecs, area.1, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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}
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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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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN {
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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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impl MazeBuilder {
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pub fn new(new_depth: i32) -> MazeBuilder {
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MazeBuilder {
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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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history: Vec::new(),
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noise_areas: HashMap::new(),
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}
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}
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#[allow(clippy::map_entry)]
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fn build(&mut self, rng: &mut RandomNumberGenerator) {
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// Maze gen
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let mut maze = Grid::new((self.map.width / 2) - 2, (self.map.height / 2) - 2, rng);
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maze.generate_maze(self);
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// Starting point @ top left
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self.starting_position = Position { x: 2, y: 2 };
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let start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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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::DownStair;
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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, rng);
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}
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}
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struct Grid<'a> {
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width: i32,
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height: i32,
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cells: Vec<Cell>,
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backtrace: Vec<usize>,
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current: usize,
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rng: &'a mut RandomNumberGenerator,
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}
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impl<'a> Grid<'a> {
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fn new(width: i32, height: i32, rng: &mut RandomNumberGenerator) -> Grid {
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let mut grid = Grid { width, height, cells: Vec::new(), backtrace: Vec::new(), current: 0, rng };
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for row in 0..height {
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for column in 0..width {
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grid.cells.push(Cell::new(row, column))
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}
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}
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return grid;
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}
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fn calculate_index(&self, row: i32, column: i32) -> i32 {
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if row < 0 || column < 0 || column > self.width - 1 || row > self.height - 1 {
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-1
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} else {
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column + (row * self.width)
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}
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}
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fn get_available_neighbours(&self) -> Vec<usize> {
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let mut neighbours: Vec<usize> = Vec::new();
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let current_row = self.cells[self.current].row;
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let current_column = self.cells[self.current].column;
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let neighbour_indices: [i32; 4] = [
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self.calculate_index(current_row - 1, current_column),
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self.calculate_index(current_row, current_column + 1),
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self.calculate_index(current_row + 1, current_column),
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self.calculate_index(current_row, current_column - 1),
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];
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for i in neighbour_indices.iter() {
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if *i != -1 && !self.cells[*i as usize].visited {
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neighbours.push(*i as usize);
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}
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}
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return neighbours;
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}
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fn find_next_cell(&mut self) -> Option<usize> {
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let neighbours = self.get_available_neighbours();
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if neighbours.is_empty() {
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return None;
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}
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if neighbours.len() == 1 {
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return Some(neighbours[0]);
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}
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return Some(neighbours[(self.rng.roll_dice(1, neighbours.len() as i32) - 1) as usize]);
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}
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fn generate_maze(&mut self, generator: &mut MazeBuilder) {
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let mut i = 0;
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loop {
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self.cells[self.current].visited = true;
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let next = self.find_next_cell();
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match next {
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Some(next) => {
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self.cells[next].visited = true;
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self.backtrace.push(self.current);
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let (lower_part, higher_part) = self.cells.split_at_mut(std::cmp::max(self.current, next));
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let cell1 = &mut lower_part[std::cmp::min(self.current, next)];
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let cell2 = &mut higher_part[0];
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cell1.remove_walls(cell2);
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self.current = next;
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}
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None => {
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if self.backtrace.is_empty() {
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break;
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}
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self.current = self.backtrace[0];
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self.backtrace.remove(0);
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}
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}
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if i % 50 == 0 {
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self.copy_to_map(&mut generator.map);
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generator.take_snapshot();
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}
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i += 1;
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}
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}
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fn copy_to_map(&self, map: &mut Map) {
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// Clear map
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for i in map.tiles.iter_mut() {
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*i = TileType::Wall;
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}
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for cell in self.cells.iter() {
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let x = cell.column + 1;
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let y = cell.row + 1;
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let idx = map.xy_idx(x * 2, y * 2);
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map.tiles[idx] = TileType::Floor;
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if !cell.walls[TOP] {
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map.tiles[idx - map.width as usize] = TileType::Floor
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}
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if !cell.walls[RIGHT] {
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map.tiles[idx + 1] = TileType::Floor
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}
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if !cell.walls[BOTTOM] {
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map.tiles[idx + map.width as usize] = TileType::Floor
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}
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if !cell.walls[LEFT] {
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map.tiles[idx - 1] = TileType::Floor
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}
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}
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}
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}
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const TOP: usize = 0;
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const RIGHT: usize = 1;
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const BOTTOM: usize = 2;
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const LEFT: usize = 3;
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#[derive(Copy, Clone)]
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struct Cell {
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row: i32,
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column: i32,
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walls: [bool; 4],
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visited: bool,
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}
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impl Cell {
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fn new(row: i32, column: i32) -> Cell {
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Cell { row, column, walls: [true, true, true, true], visited: false }
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}
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fn remove_walls(&mut self, next: &mut Cell) {
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let x = self.column - next.column;
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let y = self.row - next.row;
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if x == 1 {
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self.walls[LEFT] = false;
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next.walls[RIGHT] = false;
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} else if x == -1 {
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self.walls[RIGHT] = false;
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next.walls[LEFT] = false;
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} else if y == 1 {
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self.walls[TOP] = false;
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next.walls[BOTTOM] = false
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} else if y == -1 {
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self.walls[BOTTOM] = false;
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next.walls[TOP] = false;
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}
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}
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}
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@ -4,6 +4,7 @@ mod bsp_interior;
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mod cellular_automata;
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mod common;
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mod drunkard;
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mod maze;
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mod simple_map;
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use common::*;
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use rltk::RandomNumberGenerator;
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@ -20,7 +21,7 @@ pub trait MapBuilder {
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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 builder = rng.roll_dice(1, 7);
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/* let builder = rng.roll_dice(1, 8);
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match builder {
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1 => Box::new(bsp_dungeon::BspDungeonBuilder::new(new_depth)),
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2 => Box::new(bsp_interior::BspInteriorBuilder::new(new_depth)),
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@ -28,6 +29,8 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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4 => Box::new(drunkard::DrunkardsWalkBuilder::open_area(new_depth)),
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5 => Box::new(drunkard::DrunkardsWalkBuilder::open_halls(new_depth)),
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6 => Box::new(drunkard::DrunkardsWalkBuilder::winding_passages(new_depth)),
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7 => Box::new(maze::MazeBuilder::new(new_depth)),
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_ => Box::new(simple_map::SimpleMapBuilder::new(new_depth)),
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}
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} */
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Box::new(maze::MazeBuilder::new(new_depth))
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}
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79
src/map_builders/scaffold.txt
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79
src/map_builders/scaffold.txt
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@ -0,0 +1,79 @@
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use super::{
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generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant, spawner, Map, MapBuilder,
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Position, TileType, SHOW_MAPGEN,
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};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use std::collections::HashMap;
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pub struct MazeBuilder {
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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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}
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impl MapBuilder for MazeBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawner::spawn_region(ecs, area.1, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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}
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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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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN {
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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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impl MazeBuilder {
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pub fn new(new_depth: i32) -> MazeBuilder {
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MazeBuilder {
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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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history: Vec::new(),
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noise_areas: HashMap::new(),
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}
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}
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#[allow(clippy::map_entry)]
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fn build(&mut self, rng: &mut RandomNumberGenerator) {
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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 { x: self.map.width / 2, y: self.map.height / 2 };
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let mut start_idx = self.map.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.map.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::DownStair;
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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, rng);
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}
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}
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@ -801,16 +801,16 @@ function __wbg_get_imports() {
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const ret = wasm.memory;
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return addHeapObject(ret);
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};
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imports.wbg.__wbindgen_closure_wrapper533 = function(arg0, arg1, arg2) {
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const ret = makeMutClosure(arg0, arg1, 86, __wbg_adapter_20);
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imports.wbg.__wbindgen_closure_wrapper763 = function(arg0, arg1, arg2) {
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const ret = makeMutClosure(arg0, arg1, 174, __wbg_adapter_20);
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return addHeapObject(ret);
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};
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imports.wbg.__wbindgen_closure_wrapper1314 = function(arg0, arg1, arg2) {
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const ret = makeMutClosure(arg0, arg1, 284, __wbg_adapter_23);
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imports.wbg.__wbindgen_closure_wrapper1498 = function(arg0, arg1, arg2) {
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const ret = makeMutClosure(arg0, arg1, 334, __wbg_adapter_23);
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return addHeapObject(ret);
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};
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imports.wbg.__wbindgen_closure_wrapper1316 = function(arg0, arg1, arg2) {
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const ret = makeMutClosure(arg0, arg1, 284, __wbg_adapter_23);
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imports.wbg.__wbindgen_closure_wrapper1500 = function(arg0, arg1, arg2) {
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const ret = makeMutClosure(arg0, arg1, 334, __wbg_adapter_23);
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return addHeapObject(ret);
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};
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