Refactor map generation into its own submodule
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06e7311523
commit
8bb6bf35d6
@ -9,6 +9,7 @@ mod gui;
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mod hunger_system;
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mod inventory_system;
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mod map;
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pub mod map_builders;
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mod map_indexing_system;
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mod melee_combat_system;
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mod monster_ai_system;
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@ -389,7 +390,7 @@ impl State {
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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current_depth = worldmap_resource.depth;
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*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
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*worldmap_resource = map_builders::build_random_map(current_depth + 1);
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worldmap = worldmap_resource.clone();
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}
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@ -443,7 +444,7 @@ impl State {
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let worldmap;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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*worldmap_resource = Map::new_map_rooms_and_corridors(1);
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*worldmap_resource = map_builders::build_random_map(1);
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worldmap = worldmap_resource.clone();
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}
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@ -525,7 +526,7 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let map = Map::new_map_rooms_and_corridors(1);
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let map = map_builders::build_random_map(1);
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let (player_x, player_y) = map.rooms[0].center();
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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86
src/map.rs
86
src/map.rs
@ -1,8 +1,7 @@
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use crate::Rect;
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use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, RGB};
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use rltk::{Algorithm2D, BaseMap, Point, Rltk, SmallVec, RGB};
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use serde::{Deserialize, Serialize};
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use specs::prelude::*;
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use std::cmp::{max, min};
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use std::collections::HashSet;
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pub const MAP_WIDTH: usize = 80;
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@ -38,35 +37,6 @@ impl Map {
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(y as usize * self.width as usize) + x as usize
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}
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fn apply_room_to_map(&mut self, room: &Rect) {
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for y in room.y1 + 1..=room.y2 {
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for x in room.x1 + 1..=room.x2 {
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let idx = self.xy_idx(x, y);
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self.tiles[idx] = TileType::Floor;
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}
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}
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}
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fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2)..=max(x1, x2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
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self.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
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self.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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fn is_exit_valid(&self, x: i32, y: i32) -> bool {
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if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 {
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return false;
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@ -89,10 +59,9 @@ impl Map {
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}
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}
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/// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/
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/// This gives a handful of random rooms and corridors joining them together
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pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map {
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let mut map = Map {
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/// Generates an empty map, consisting entirely of solid walls
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pub fn new(new_depth: i32) -> Map {
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Map {
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tiles: vec![TileType::Wall; MAP_COUNT],
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rooms: Vec::new(),
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width: MAP_WIDTH as i32,
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@ -103,54 +72,7 @@ impl Map {
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tile_content: vec![Vec::new(); MAP_COUNT],
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depth: new_depth,
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bloodstains: HashSet::new(),
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};
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, map.width - w - 1) - 1;
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let y = rng.roll_dice(1, map.height - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false;
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}
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}
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if ok {
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map.apply_room_to_map(&new_room);
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if !map.rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
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map.apply_vertical_tunnel(prev_y, new_y, new_x);
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} else {
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map.apply_vertical_tunnel(prev_y, new_y, prev_x);
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map.apply_horizontal_tunnel(prev_x, new_x, new_y);
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}
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}
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map.rooms.push(new_room);
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].center();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStairs;
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map
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}
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}
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31
src/map_builders/common.rs
Normal file
31
src/map_builders/common.rs
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@ -0,0 +1,31 @@
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use crate::{Map, Rect, TileType};
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use std::cmp::{max, min};
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pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
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for y in room.y1 + 1..=room.y2 {
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for x in room.x1 + 1..=room.x2 {
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let idx = map.xy_idx(x, y);
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map.tiles[idx] = TileType::Floor;
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}
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}
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}
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pub fn apply_horizontal_tunnel(map: &mut Map, x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2)..=max(x1, x2) {
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let idx = map.xy_idx(x, y);
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if idx > 0 && idx < map.width as usize * map.height as usize {
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map.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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let idx = map.xy_idx(x, y);
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if idx > 0 && idx < map.width as usize * map.height as usize {
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map.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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14
src/map_builders/mod.rs
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14
src/map_builders/mod.rs
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@ -0,0 +1,14 @@
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mod common;
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mod simple_map;
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use crate::Map;
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use common::*;
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use simple_map::SimpleMapBuilder;
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trait MapBuilder {
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fn build(new_depth: i32) -> Map;
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}
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pub fn build_random_map(new_depth: i32) -> Map {
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SimpleMapBuilder::build(new_depth)
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}
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64
src/map_builders/simple_map.rs
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64
src/map_builders/simple_map.rs
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@ -0,0 +1,64 @@
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use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder};
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use crate::{Map, Rect, TileType};
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use rltk::RandomNumberGenerator;
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pub struct SimpleMapBuilder {}
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impl MapBuilder for SimpleMapBuilder {
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fn build(new_depth: i32) -> Map {
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let mut map = Map::new(new_depth);
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SimpleMapBuilder::rooms_and_corridors(&mut map);
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map
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}
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}
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impl SimpleMapBuilder {
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fn rooms_and_corridors(map: &mut Map) {
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, map.width - w - 1) - 1;
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let y = rng.roll_dice(1, map.height - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false;
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}
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}
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if ok {
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apply_room_to_map(map, &new_room);
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if !map.rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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apply_horizontal_tunnel(map, prev_x, new_x, prev_y);
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apply_vertical_tunnel(map, prev_y, new_y, new_x);
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} else {
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apply_vertical_tunnel(map, prev_y, new_y, prev_x);
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apply_horizontal_tunnel(map, prev_x, new_x, new_y);
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}
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}
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map.rooms.push(new_room);
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].center();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStairs;
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}
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}
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