mod bsp_dungeon; mod bsp_interior; mod cellular_automata; mod common; mod dla; mod drunkard; mod maze; mod prefab_builder; mod simple_map; mod voronoi; mod waveform_collapse; use bsp_dungeon::BspDungeonBuilder; use bsp_interior::BspInteriorBuilder; use cellular_automata::CellularAutomataBuilder; use common::*; use dla::DLABuilder; use drunkard::DrunkardsWalkBuilder; use maze::MazeBuilder; use prefab_builder::PrefabBuilder; use simple_map::SimpleMapBuilder; use specs::prelude::*; use voronoi::VoronoiCellBuilder; use waveform_collapse::WaveformCollapseBuilder; use crate::{spawner, Map, Position}; pub trait MapBuilder { fn get_map(&self) -> Map; fn get_starting_position(&self) -> Position; fn get_snapshot_history(&self) -> Vec; fn build_map(&mut self); fn take_snapshot(&mut self); fn get_spawn_list(&self) -> &Vec<(usize, String)>; fn spawn_entities(&mut self, ecs: &mut World) { for entity in self.get_spawn_list().iter() { spawner::spawn_entity(ecs, &(&entity.0, &entity.1)); } } } pub fn random_builder(new_depth: i32) -> Box { let mut rng = rltk::RandomNumberGenerator::new(); let mut result: Box = match rng.roll_dice(1, 17) { 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(DrunkardsWalkBuilder::fat_passages(new_depth)), 8 => Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)), 9 => Box::new(MazeBuilder::new(new_depth)), 10 => Box::new(DLABuilder::walk_inwards(new_depth)), 11 => Box::new(DLABuilder::walk_outwards(new_depth)), 12 => Box::new(DLABuilder::central_attractor(new_depth)), 13 => Box::new(DLABuilder::insectoid(new_depth)), 14 => Box::new(VoronoiCellBuilder::pythagoras(new_depth)), 15 => Box::new(VoronoiCellBuilder::manhattan(new_depth)), 16 => Box::new(PrefabBuilder::constant( new_depth, prefab_builder::prefab_levels::WFC_POPULATED, )), _ => Box::new(SimpleMapBuilder::new(new_depth)), }; if rng.roll_dice(1, 3) == 1 { result = Box::new(WaveformCollapseBuilder::derived_map(new_depth, result)); } if rng.roll_dice(1, 20) == 1 { result = Box::new(PrefabBuilder::sectional( new_depth, prefab_builder::prefab_sections::UNDERGROUND_FORT, result, )); } result = Box::new(PrefabBuilder::vaults(new_depth, result)); result }