Make map building random again, completes section 4.15
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@ -159,69 +159,134 @@ pub trait MetaMapBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
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}
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fn random_initial_builder(rng: &mut RandomNumberGenerator) -> (Box<dyn InitialMapBuilder>, bool) {
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match rng.roll_dice(1, 17) {
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1 => (BspDungeonBuilder::new(), true),
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2 => (BspInteriorBuilder::new(), true),
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3 => (CellularAutomataBuilder::new(), false),
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4 => (DrunkardsWalkBuilder::open_area(), false),
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5 => (DrunkardsWalkBuilder::open_halls(), false),
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6 => (DrunkardsWalkBuilder::winding_passages(), false),
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7 => (DrunkardsWalkBuilder::fat_passages(), false),
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8 => (DrunkardsWalkBuilder::fearful_symmetry(), false),
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9 => (MazeBuilder::new(), false),
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10 => (DLABuilder::walk_inwards(), false),
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11 => (DLABuilder::walk_outwards(), false),
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12 => (DLABuilder::central_attractor(), false),
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13 => (DLABuilder::insectoid(), false),
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14 => (VoronoiCellBuilder::pythagoras(), false),
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15 => (VoronoiCellBuilder::manhattan(), false),
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16 => (
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PrefabBuilder::constant(prefab_builder::prefab_levels::WFC_POPULATED),
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false,
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),
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_ => (SimpleMapBuilder::new(), true),
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fn random_start_position(rng: &mut rltk::RandomNumberGenerator) -> (XStart, YStart) {
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let x = match rng.roll_dice(1, 3) {
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1 => XStart::Left,
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2 => XStart::Center,
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_ => XStart::Right,
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};
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let y = match rng.roll_dice(1, 3) {
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1 => YStart::Bottom,
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2 => YStart::Center,
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_ => YStart::Top,
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};
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(x, y)
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}
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fn random_room_builder(rng: &mut RandomNumberGenerator, builder: &mut BuilderChain) {
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let build_roll = rng.roll_dice(1, 3);
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match build_roll {
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1 => builder.start_with(SimpleMapBuilder::new()),
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2 => builder.start_with(BspDungeonBuilder::new()),
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_ => builder.start_with(BspInteriorBuilder::new()),
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};
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// BSP Interior still makes holes in the walls
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if build_roll != 3 {
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// Sort by one of the 5 available algorithms
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let room_sort = match rng.roll_dice(1, 5) {
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1 => RoomSort::LeftMost,
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2 => RoomSort::RightMost,
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3 => RoomSort::TopMost,
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4 => RoomSort::BottomMost,
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_ => RoomSort::Central,
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};
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builder.with(RoomSorter::new(room_sort));
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// Pick a corridor type
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match rng.roll_dice(1, 2) {
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1 => builder.with(DoglegCorridors::new()),
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_ => builder.with(BspCorridors::new()),
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};
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// Add additional modifier
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match rng.roll_dice(1, 6) {
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1 => {
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builder.with(RoomExploder::new());
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}
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2 => {
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builder.with(RoomCornerRounder::new());
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}
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_ => {}
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};
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}
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// Find a starting position
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match rng.roll_dice(1, 2) {
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1 => builder.with(RoomBasedStartingPosition::new()),
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_ => {
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let (start_x, start_y) = random_start_position(rng);
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builder.with(AreaStartingPosition::new(start_x, start_y))
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}
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};
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// Find an exit
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match rng.roll_dice(1, 2) {
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1 => builder.with(RoomBasedStairs::new()),
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_ => builder.with(DistantExit::new()),
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};
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// Spawn stuff
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match rng.roll_dice(1, 2) {
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1 => builder.with(RoomBasedSpawner::new()),
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_ => builder.with(VoronoiSpawning::new()),
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};
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}
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fn random_shape_builder(rng: &mut RandomNumberGenerator, builder: &mut BuilderChain) {
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let first_builder: Box<dyn InitialMapBuilder> = match rng.roll_dice(1, 16) {
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1 => CellularAutomataBuilder::new(),
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2 => DrunkardsWalkBuilder::open_area(),
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3 => DrunkardsWalkBuilder::open_halls(),
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4 => DrunkardsWalkBuilder::winding_passages(),
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5 => DrunkardsWalkBuilder::fat_passages(),
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6 => DrunkardsWalkBuilder::fearful_symmetry(),
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7 => MazeBuilder::new(),
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8 => DLABuilder::walk_inwards(),
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9 => DLABuilder::walk_outwards(),
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10 => DLABuilder::central_attractor(),
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11 => DLABuilder::insectoid(),
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12 => VoronoiCellBuilder::pythagoras(),
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13 => VoronoiCellBuilder::manhattan(),
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_ => PrefabBuilder::constant(prefab_builder::prefab_levels::WFC_POPULATED),
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};
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// Set the start to the center and cull
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builder
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.start_with(first_builder)
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.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
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.with(CullUnreachable::new());
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// Now set the start ot a random starting area
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let (start_x, start_y) = random_start_position(rng);
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builder.with(AreaStartingPosition::new(start_x, start_y));
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// Setup an exit and spawn mobs
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builder.with(VoronoiSpawning::new());
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builder.with(DistantExit::new());
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}
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pub fn random_builder(new_depth: i32, rng: &mut RandomNumberGenerator) -> BuilderChain {
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let mut builder = BuilderChain::new(new_depth);
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// let (random_starter, has_rooms) = random_initial_builder(rng);
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// builder.start_with(random_starter);
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//
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// if has_rooms {
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// builder
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// .with(RoomBasedSpawner::new())
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// .with(RoomBasedStairs::new())
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// .with(RoomBasedStartingPosition::new());
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// } else {
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// builder
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// .with(AreaStartingPosition::new(XStart::Center, YStart::Center))
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// .with(CullUnreachable::new())
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// .with(VoronoiSpawning::new())
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// .with(DistantExit::new());
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// }
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//
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// if rng.roll_dice(1, 3) == 1 {
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// builder.with(WaveformCollapseBuilder::new());
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// }
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//
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// if rng.roll_dice(1, 20) == 1 {
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// builder.with(PrefabBuilder::sectional(
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// prefab_builder::prefab_sections::UNDERGROUND_FORT,
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// ));
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// }
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//
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// builder.with(PrefabBuilder::vaults());
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builder
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.start_with(BspDungeonBuilder::new())
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.with(RoomSorter::new(RoomSort::Central))
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.with(BspCorridors::new())
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.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
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.with(CullUnreachable::new())
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.with(VoronoiSpawning::new())
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.with(DistantExit::new());
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match rng.roll_dice(1, 2) {
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1 => random_room_builder(rng, &mut builder),
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_ => random_shape_builder(rng, &mut builder),
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};
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if rng.roll_dice(1, 3) == 1 {
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builder.with(WaveformCollapseBuilder::new());
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}
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if rng.roll_dice(1, 20) == 1 {
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builder.with(PrefabBuilder::sectional(
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prefab_builder::prefab_sections::UNDERGROUND_FORT,
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));
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}
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builder.with(PrefabBuilder::vaults());
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builder
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}
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@ -1,6 +1,6 @@
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use rltk::RandomNumberGenerator;
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use crate::map_builders::common::{apply_room_to_map, draw_corridor};
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use crate::map_builders::common::apply_room_to_map;
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use crate::map_builders::{BuilderMap, InitialMapBuilder};
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use crate::{Map, Rect, TileType};
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@ -72,6 +72,7 @@ impl DLABuilder {
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})
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}
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#[allow(dead_code)]
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pub fn heavy_erosion() -> Box<DLABuilder> {
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Box::new(DLABuilder {
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algorithm: DLAAlgorithm::WalkInwards,
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@ -1,8 +1,6 @@
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use rltk::RandomNumberGenerator;
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use crate::map_builders::common::{
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apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel,
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};
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use crate::map_builders::common::apply_room_to_map;
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use crate::map_builders::{BuilderMap, InitialMapBuilder};
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use crate::Rect;
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