Add initial room vaults
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@ -69,6 +69,6 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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Box::new(PrefabBuilder::new(
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new_depth,
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Some(Box::new(CellularAutomataBuilder::new(new_depth))),
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Some(Box::new(SimpleMapBuilder::new(new_depth))),
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))
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}
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@ -1,4 +1,5 @@
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mod prefab_levels;
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mod prefab_rooms;
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mod prefab_sections;
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use rltk::RandomNumberGenerator;
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@ -19,6 +20,7 @@ pub enum PrefabMode {
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Sectional {
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section: prefab_sections::PrefabSection,
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},
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RoomVaults,
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}
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pub struct PrefabBuilder {
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@ -71,9 +73,7 @@ impl PrefabBuilder {
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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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mode: PrefabMode::Sectional {
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section: prefab_sections::UNDERGROUND_FORT,
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},
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mode: PrefabMode::RoomVaults,
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previous_builder,
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spawn_list: Vec::new(),
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}
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@ -84,6 +84,7 @@ impl PrefabBuilder {
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PrefabMode::RexLevel { template } => self.load_rex_map(template),
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PrefabMode::Constant { level } => self.load_ascii_map(&level),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion),
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PrefabMode::RoomVaults => self.apply_room_vaults(),
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}
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self.take_snapshot();
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@ -206,6 +207,28 @@ impl PrefabBuilder {
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}
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}
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fn apply_previous_iteration<F>(&mut self, mut filter: F)
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where
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F: FnMut(i32, i32, &(usize, String)) -> bool,
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{
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// Build the map
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let prev_builder = self.previous_builder.as_mut().unwrap();
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prev_builder.build_map();
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self.starting_position = prev_builder.get_starting_position();
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self.map = prev_builder.get_map();
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self.history = prev_builder.get_snapshot_history();
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for e in prev_builder.get_spawn_list().iter() {
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let idx = e.0;
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let x = idx as i32 % self.map.width;
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let y = idx as i32 / self.map.width;
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if filter(x, y, e) {
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self.spawn_list.push((idx, e.1.to_string()))
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}
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}
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self.take_snapshot();
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}
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pub fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
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use prefab_sections::*;
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@ -225,23 +248,12 @@ impl PrefabBuilder {
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};
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// Build the map
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let prev_builder = self.previous_builder.as_mut().unwrap();
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prev_builder.build_map();
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self.starting_position = prev_builder.get_starting_position();
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self.map = prev_builder.get_map();
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for e in prev_builder.get_spawn_list().iter() {
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let idx = e.0;
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let x = idx as i32 % self.map.width;
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let y = idx as i32 / self.map.width;
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if x < chunk_x
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self.apply_previous_iteration(|x, y, e| {
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x < chunk_x
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|| x > (chunk_x + section.width as i32)
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|| y < chunk_y
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|| y > (chunk_y + section.height as i32)
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{
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self.spawn_list.push((idx, e.1.to_string()))
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}
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}
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self.take_snapshot();
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});
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let mut i = 0;
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for ty in 0..section.height {
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@ -255,4 +267,104 @@ impl PrefabBuilder {
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}
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self.take_snapshot();
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}
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fn apply_room_vaults(&mut self) {
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use prefab_rooms::*;
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let mut rng = RandomNumberGenerator::new();
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// Apply the previous builder, and keep all entities it spawns (for now)
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self.apply_previous_iteration(|_x, _y, _e| true);
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// Note that this is a place-holder and will be moved out of this function
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let master_vault_list = vec![TOTALLY_NOT_A_TRAP, CHECKERBOARD, SILLY_SMILE];
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// Filter the possible vault list down to ones that are application to the current depth
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let possible_vaults: Vec<&PrefabRoom> = master_vault_list
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.iter()
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.filter(|v| self.depth >= v.first_depth && self.depth <= v.last_depth)
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.collect();
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// Bail out if there's nothing to build
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if possible_vaults.is_empty() {
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return;
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}
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let vault_index = if possible_vaults.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, possible_vaults.len() as i32) - 1) as usize
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};
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let vault = possible_vaults[vault_index];
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// We'll make a list of places in which the vault could fit
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let mut vault_positions: Vec<Position> = Vec::new();
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let mut idx = 0_usize;
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loop {
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let x = (idx % self.map.width as usize) as i32;
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let y = (idx / self.map.width as usize) as i32;
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// Check that we won't overflow the map
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if x > 1
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&& (x + vault.width as i32) < self.map.width - 2
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&& y > 1
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&& (y + vault.height as i32) < self.map.height - 2
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{
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let mut possible = true;
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for ty in 0..vault.height as i32 {
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for tx in 0..vault.width as i32 {
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let idx = self.map.xy_idx(tx + x, ty + y);
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if self.map.tiles[idx] != TileType::Floor {
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possible = false;
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}
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}
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}
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if possible {
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vault_positions.push(Position { x, y });
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break;
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}
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idx += 1;
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if idx >= self.map.tiles.len() - 1 {
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break;
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}
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}
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}
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if !vault_positions.is_empty() {
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let pos_idx = if vault_positions.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, vault_positions.len() as i32) - 1) as usize
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};
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let pos = &vault_positions[pos_idx];
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let chunk_x = pos.x;
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let chunk_y = pos.y;
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let width = self.map.width;
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let height = self.map.height;
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self.spawn_list.retain(|e| {
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let idx = e.0 as i32;
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let x = idx % width;
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let y = idx / height;
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x < chunk_x
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|| x > chunk_x + vault.width as i32
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|| y < chunk_y
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|| y > chunk_y + vault.height as i32
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});
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let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
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let mut i = 0;
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for ty in 0..vault.height {
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for tx in 0..vault.width {
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let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
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self.char_to_map(string_vec[i], idx);
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i += 1;
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}
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}
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self.take_snapshot();
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}
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}
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}
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64
src/map_builders/prefab_builder/prefab_rooms.rs
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64
src/map_builders/prefab_builder/prefab_rooms.rs
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@ -0,0 +1,64 @@
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#[allow(dead_code)]
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#[derive(PartialEq, Copy, Clone)]
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pub struct PrefabRoom {
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pub template: &'static str,
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pub width: usize,
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pub height: usize,
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pub first_depth: i32,
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pub last_depth: i32,
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}
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#[allow(dead_code)]
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pub const TOTALLY_NOT_A_TRAP: PrefabRoom = PrefabRoom {
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template: TOTALLY_NOT_A_TRAP_MAP,
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width: 5,
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height: 5,
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first_depth: 0,
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last_depth: 100,
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};
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#[allow(dead_code)]
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const TOTALLY_NOT_A_TRAP_MAP: &str = "
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^^^
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^!^
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^^^
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";
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#[allow(dead_code)]
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pub const SILLY_SMILE: PrefabRoom = PrefabRoom {
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template: SILLY_SMILE_MAP,
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width: 6,
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height: 6,
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first_depth: 0,
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last_depth: 100,
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};
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#[allow(dead_code)]
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const SILLY_SMILE_MAP: &str = "
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^ ^
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#
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###
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";
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#[allow(dead_code)]
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pub const CHECKERBOARD: PrefabRoom = PrefabRoom {
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template: CHECKERBOARD_MAP,
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width: 6,
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height: 6,
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first_depth: 0,
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last_depth: 100,
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};
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#[allow(dead_code)]
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const CHECKERBOARD_MAP: &str = "
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g#%#
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#!#
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^# #
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";
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