Complete section 4.7, using maze generation to build a map
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274
src/map_builders/maze.rs
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274
src/map_builders/maze.rs
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use super::MapBuilder;
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use super::{generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant};
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use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use std::cmp::{max, min};
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use std::collections::HashMap;
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pub struct MazeBuilder {
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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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}
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impl MapBuilder for MazeBuilder {
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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 MazeBuilder {
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pub fn new(new_depth: i32) -> MazeBuilder {
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MazeBuilder {
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map: Map::new(new_depth),
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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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noise_areas: HashMap::new(),
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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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// Maze gen
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let mut maze = Grid::new(
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(self.map.width / 2) - 2,
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(self.map.height / 2) - 2,
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&mut rng,
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);
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maze.generate_maze(self);
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self.starting_position = Position { x: 2, y: 2 };
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let 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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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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const TOP: usize = 0;
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const RIGHT: usize = 1;
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const BOTTOM: usize = 2;
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const LEFT: usize = 3;
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#[derive(Copy, Clone)]
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struct Cell {
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row: i32,
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column: i32,
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walls: [bool; 4],
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visited: bool,
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}
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impl Cell {
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fn new(row: i32, column: i32) -> Cell {
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Cell {
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row,
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column,
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walls: [true, true, true, true],
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visited: false,
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}
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}
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fn remove_walls(&mut self, next: &mut Cell) {
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let x = self.column - next.column;
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let y = self.row - next.row;
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if x == 1 {
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self.walls[LEFT] = false;
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next.walls[RIGHT] = false;
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} else if x == -1 {
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self.walls[RIGHT] = false;
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next.walls[LEFT] = false;
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} else if y == 1 {
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self.walls[TOP] = false;
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next.walls[BOTTOM] = false;
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} else if y == -1 {
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self.walls[BOTTOM] = false;
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next.walls[TOP] = false;
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}
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}
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}
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struct Grid<'a> {
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width: i32,
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height: i32,
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cells: Vec<Cell>,
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backtrace: Vec<usize>,
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current: usize,
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rng: &'a mut RandomNumberGenerator,
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}
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impl<'a> Grid<'a> {
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fn new(width: i32, height: i32, rng: &mut RandomNumberGenerator) -> Grid {
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let mut grid = Grid {
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width,
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height,
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cells: Vec::new(),
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backtrace: Vec::new(),
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current: 0,
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rng,
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};
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for row in 0..height {
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for column in 0..width {
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grid.cells.push(Cell::new(row, column));
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}
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}
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grid
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}
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fn calculate_index(&self, row: i32, column: i32) -> i32 {
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if row < 0 || column < 0 || column > self.width - 1 || row > self.height - 1 {
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-1
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} else {
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column + (row * self.width)
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}
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}
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fn get_available_neighbors(&self) -> Vec<usize> {
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let mut neighbors: Vec<usize> = Vec::new();
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let current_row = self.cells[self.current].row;
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let current_column = self.cells[self.current].column;
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let neighbor_indices: [i32; 4] = [
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self.calculate_index(current_row - 1, current_column),
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self.calculate_index(current_row, current_column + 1),
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self.calculate_index(current_row + 1, current_column),
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self.calculate_index(current_row, current_column - 1),
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];
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for i in neighbor_indices.iter() {
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if *i != -1 && !self.cells[*i as usize].visited {
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neighbors.push(*i as usize);
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}
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}
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neighbors
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}
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fn find_next_cell(&mut self) -> Option<usize> {
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let neighbors = self.get_available_neighbors();
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if !neighbors.is_empty() {
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return if neighbors.len() == 1 {
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Some(neighbors[0])
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} else {
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Some(neighbors[(self.rng.roll_dice(1, neighbors.len() as i32) - 1) as usize])
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};
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}
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None
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}
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fn generate_maze(&mut self, generator: &mut MazeBuilder) {
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let mut i = 0;
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loop {
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self.cells[self.current].visited = true;
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match self.find_next_cell() {
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Some(next) => {
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self.cells[next].visited = true;
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self.backtrace.push(self.current);
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// __lower_part__ __higher_part_
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// / \ / \
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// --------cell1------ | cell2-----------
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let (lower_part, higher_part) =
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self.cells.split_at_mut(max(self.current, next));
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let cell1 = &mut lower_part[min(self.current, next)];
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let cell2 = &mut higher_part[0];
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cell1.remove_walls(cell2);
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self.current = next;
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}
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None => {
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if !self.backtrace.is_empty() {
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self.current = self.backtrace[0];
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self.backtrace.remove(0);
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} else {
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break;
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}
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}
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}
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if i % 50 == 0 {
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self.copy_to_map(&mut generator.map);
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generator.take_snapshot();
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}
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i += 1;
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}
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}
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fn copy_to_map(&self, map: &mut Map) {
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// Clear the map
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for i in map.tiles.iter_mut() {
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*i = TileType::Wall;
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}
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for cell in self.cells.iter() {
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let x = cell.column + 1;
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let y = cell.row + 1;
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let idx = map.xy_idx(x * 2, y * 2);
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map.tiles[idx] = TileType::Floor;
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if !cell.walls[TOP] {
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map.tiles[idx - map.width as usize] = TileType::Floor;
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}
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if !cell.walls[RIGHT] {
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map.tiles[idx + 1] = TileType::Floor
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}
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if !cell.walls[BOTTOM] {
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map.tiles[idx + map.width as usize] = TileType::Floor
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}
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if !cell.walls[LEFT] {
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map.tiles[idx - 1] = TileType::Floor
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}
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}
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}
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}
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@ -3,6 +3,7 @@ mod bsp_interior;
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mod cellular_automata;
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mod cellular_automata;
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mod common;
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mod common;
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mod drunkard;
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mod drunkard;
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mod maze;
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mod simple_map;
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mod simple_map;
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use crate::{Map, Position};
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use crate::{Map, Position};
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@ -11,6 +12,7 @@ use bsp_interior::BspInteriorBuilder;
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use cellular_automata::CellularAutomataBuilder;
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use cellular_automata::CellularAutomataBuilder;
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use common::*;
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use common::*;
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use drunkard::DrunkardsWalkBuilder;
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use drunkard::DrunkardsWalkBuilder;
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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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@ -25,13 +27,14 @@ 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, 7) {
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match rng.roll_dice(1, 8) {
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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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4 => Box::new(DrunkardsWalkBuilder::open_area(new_depth)),
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4 => Box::new(DrunkardsWalkBuilder::open_area(new_depth)),
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5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
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5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
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6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
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6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
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7 => Box::new(MazeBuilder::new(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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