Complete section 4.10
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@ -6,6 +6,7 @@ mod dla;
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mod drunkard;
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mod drunkard;
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mod maze;
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mod maze;
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mod simple_map;
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mod simple_map;
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mod voronoi;
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use crate::{Map, Position};
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use crate::{Map, Position};
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use bsp_dungeon::BspDungeonBuilder;
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use bsp_dungeon::BspDungeonBuilder;
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@ -17,6 +18,7 @@ use drunkard::DrunkardsWalkBuilder;
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use maze::MazeBuilder;
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use maze::MazeBuilder;
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use simple_map::SimpleMapBuilder;
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use simple_map::SimpleMapBuilder;
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use specs::prelude::*;
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use specs::prelude::*;
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use voronoi::VoronoiCellBuilder;
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pub trait MapBuilder {
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pub trait MapBuilder {
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fn build_map(&mut self);
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fn build_map(&mut self);
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@ -29,7 +31,7 @@ pub trait MapBuilder {
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pub fn random_builder(new_depth: i32) -> Box<dyn 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 mut rng = rltk::RandomNumberGenerator::new();
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match rng.roll_dice(1, 14) {
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match rng.roll_dice(1, 16) {
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1 => Box::new(BspDungeonBuilder::new(new_depth)),
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1 => Box::new(BspDungeonBuilder::new(new_depth)),
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2 => Box::new(BspInteriorBuilder::new(new_depth)),
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2 => Box::new(BspInteriorBuilder::new(new_depth)),
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3 => Box::new(CellularAutomataBuilder::new(new_depth)),
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3 => Box::new(CellularAutomataBuilder::new(new_depth)),
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@ -43,6 +45,8 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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11 => Box::new(DLABuilder::walk_outwards(new_depth)),
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11 => Box::new(DLABuilder::walk_outwards(new_depth)),
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12 => Box::new(DLABuilder::central_attractor(new_depth)),
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12 => Box::new(DLABuilder::central_attractor(new_depth)),
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13 => Box::new(DLABuilder::insectoid(new_depth)),
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13 => Box::new(DLABuilder::insectoid(new_depth)),
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14 => Box::new(VoronoiCellBuilder::pythagoras(new_depth)),
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15 => Box::new(VoronoiCellBuilder::manhattan(new_depth)),
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_ => Box::new(SimpleMapBuilder::new(new_depth)),
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_ => Box::new(SimpleMapBuilder::new(new_depth)),
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}
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}
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}
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}
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187
src/map_builders/voronoi.rs
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187
src/map_builders/voronoi.rs
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@ -0,0 +1,187 @@
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use super::common::{
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generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
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};
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use super::MapBuilder;
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use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
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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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#[derive(PartialEq, Copy, Clone)]
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#[allow(dead_code)]
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pub enum DistanceAlgorithm {
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Pythagoras,
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Manhattan,
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Chebyshev,
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}
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pub struct VoronoiCellBuilder {
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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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n_seeds: usize,
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distance_algorithm: DistanceAlgorithm,
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}
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impl MapBuilder for VoronoiCellBuilder {
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fn build_map(&mut self) {
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self.build();
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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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fn get_map(&self) -> Map {
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self.map.clone()
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}
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fn get_starting_position(&self) -> Position {
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self.starting_position
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}
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fn get_snapshot_history(&self) -> Vec<Map> {
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self.history.clone()
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN_VISUALIZER {
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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 VoronoiCellBuilder {
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pub fn new(new_depth: i32) -> VoronoiCellBuilder {
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VoronoiCellBuilder {
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map: Map::new(new_depth),
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starting_position: Position::default(),
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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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n_seeds: 64,
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distance_algorithm: DistanceAlgorithm::Pythagoras,
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}
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}
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pub fn pythagoras(new_depth: i32) -> VoronoiCellBuilder {
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VoronoiCellBuilder::new(new_depth)
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}
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pub fn manhattan(new_depth: i32) -> VoronoiCellBuilder {
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VoronoiCellBuilder {
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distance_algorithm: DistanceAlgorithm::Manhattan,
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..VoronoiCellBuilder::new(new_depth)
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}
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}
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#[allow(clippy::map_entry)]
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fn build(&mut self) {
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let mut rng = RandomNumberGenerator::new();
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// Make a Voronoi diagram. We'll do this the hard way to learn about the technique!
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let mut voronoi_seeds: Vec<(usize, rltk::Point)> = Vec::new();
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while voronoi_seeds.len() < self.n_seeds {
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let vx = rng.roll_dice(1, self.map.width - 1);
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let vy = rng.roll_dice(1, self.map.height - 1);
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let vidx = self.map.xy_idx(vx, vy);
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let candidate = (vidx, rltk::Point::new(vx, vy));
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if !voronoi_seeds.contains(&candidate) {
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voronoi_seeds.push(candidate);
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}
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}
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let mut voronoi_distance = vec![(0, 0.0f32); self.n_seeds];
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let mut voronoi_membership: Vec<i32> =
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vec![0; self.map.width as usize * self.map.height as usize];
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for (i, vid) in voronoi_membership.iter_mut().enumerate() {
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let x = i as i32 % self.map.width;
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let y = i as i32 / self.map.width;
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for (seed, pos) in voronoi_seeds.iter().enumerate() {
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let distance;
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match self.distance_algorithm {
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DistanceAlgorithm::Pythagoras => {
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distance = rltk::DistanceAlg::PythagorasSquared
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.distance2d(rltk::Point::new(x, y), pos.1);
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}
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DistanceAlgorithm::Manhattan => {
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distance =
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rltk::DistanceAlg::Manhattan.distance2d(rltk::Point::new(x, y), pos.1);
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}
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DistanceAlgorithm::Chebyshev => {
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distance =
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rltk::DistanceAlg::Chebyshev.distance2d(rltk::Point::new(x, y), pos.1);
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}
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}
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voronoi_distance[seed] = (seed, distance);
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}
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voronoi_distance.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap());
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*vid = voronoi_distance[0].0 as i32;
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}
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for y in 1..self.map.height - 1 {
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for x in 1..self.map.width - 1 {
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let mut neighbors = 0;
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let my_idx = self.map.xy_idx(x, y);
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let my_seed = voronoi_membership[my_idx];
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if voronoi_membership[self.map.xy_idx(x - 1, y)] != my_seed {
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neighbors += 1;
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}
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if voronoi_membership[self.map.xy_idx(x + 1, y)] != my_seed {
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neighbors += 1;
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}
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if voronoi_membership[self.map.xy_idx(x, y - 1)] != my_seed {
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neighbors += 1;
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}
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if voronoi_membership[self.map.xy_idx(x, y + 1)] != my_seed {
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neighbors += 1;
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}
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if neighbors < 2 {
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self.map.tiles[my_idx] = TileType::Floor;
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}
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}
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self.take_snapshot();
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}
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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 {
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x: self.map.width / 2,
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y: self.map.height / 2,
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};
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let mut start_idx = self
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.map
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.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
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.map
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.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::DownStairs;
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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, &mut rng);
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}
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}
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