use super::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN}; mod bsp_dungeon; mod bsp_interior; mod cellular_automata; mod common; mod drunkard; mod maze; mod simple_map; use common::*; use rltk::RandomNumberGenerator; use specs::prelude::*; pub trait MapBuilder { fn build_map(&mut self, rng: &mut RandomNumberGenerator); fn spawn_entities(&mut self, ecs: &mut World); fn get_map(&mut self) -> Map; fn get_starting_pos(&mut 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(); /* let builder = rng.roll_dice(1, 8); match builder { 1 => Box::new(bsp_dungeon::BspDungeonBuilder::new(new_depth)), 2 => Box::new(bsp_interior::BspInteriorBuilder::new(new_depth)), 3 => Box::new(cellular_automata::CellularAutomataBuilder::new(new_depth)), 4 => Box::new(drunkard::DrunkardsWalkBuilder::open_area(new_depth)), 5 => Box::new(drunkard::DrunkardsWalkBuilder::open_halls(new_depth)), 6 => Box::new(drunkard::DrunkardsWalkBuilder::winding_passages(new_depth)), 7 => Box::new(maze::MazeBuilder::new(new_depth)), _ => Box::new(simple_map::SimpleMapBuilder::new(new_depth)), } */ Box::new(maze::MazeBuilder::new(new_depth)) }