Finish generating the empty town map, completing section 5.4
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@ -143,6 +143,7 @@ fn get_tile_glyph(idx: usize, map: &Map) -> (rltk::FontCharType, RGB, RGB) {
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TileType::Grass => (rltk::to_cp437('"'), RGB::named(rltk::GREEN)),
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TileType::ShallowWater => (rltk::to_cp437('≈'), RGB::named(rltk::CYAN)),
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TileType::DeepWater => (rltk::to_cp437('≈'), RGB::named(rltk::NAVY_BLUE)),
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TileType::Gravel => (rltk::to_cp437(';'), RGB::named(rltk::GRAY)),
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};
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if map.bloodstains.contains(&idx) {
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@ -11,6 +11,7 @@ pub enum TileType {
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DeepWater,
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WoodFloor,
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Bridge,
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Gravel,
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}
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pub fn tile_walkable(tt: TileType) -> bool {
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@ -23,6 +24,7 @@ pub fn tile_walkable(tt: TileType) -> bool {
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| TileType::ShallowWater
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| TileType::WoodFloor
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| TileType::Bridge
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| TileType::Gravel
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)
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}
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@ -1,23 +1,18 @@
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use ::rltk::RandomNumberGenerator;
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use std::collections::HashSet;
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use ::rltk::{Point, RandomNumberGenerator};
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use super::{BuilderChain, BuilderMap, InitialMapBuilder};
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use crate::map_builders::area_starting_points::AreaStartingPosition;
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use crate::map_builders::distant_exit::DistantExit;
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use crate::TileType;
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use crate::{Position, TileType};
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pub fn town_builder(
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new_depth: i32,
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rng: &mut RandomNumberGenerator,
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_rng: &mut RandomNumberGenerator,
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width: i32,
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height: i32,
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) -> BuilderChain {
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let (start_x, start_y) = super::random_start_position(rng);
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let mut chain = BuilderChain::new(new_depth, width, height);
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chain
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.start_with(TownBuilder::new())
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.with(AreaStartingPosition::new(start_x, start_y))
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.with(DistantExit::new());
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chain.start_with(TownBuilder::new());
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chain
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}
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@ -45,6 +40,29 @@ impl TownBuilder {
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*t = true;
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}
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build_data.take_snapshot();
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let (mut available_building_tiles, wall_gap_y) = self.town_walls(rng, build_data);
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let mut buildings = self.buildings(rng, build_data, &mut available_building_tiles);
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let doors = self.add_doors(rng, build_data, &mut buildings, wall_gap_y);
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self.add_paths(build_data, &doors);
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let exit_idx = build_data.map.xy_idx(build_data.width - 5, wall_gap_y);
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build_data.map.tiles[exit_idx] = TileType::DownStairs;
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// Sort buildings by size
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let mut building_size: Vec<(usize, i32)> = Vec::new();
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for (i, building) in buildings.iter().enumerate() {
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building_size.push((i, building.2 * building.3));
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}
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building_size.sort_by(|a, b| b.1.cmp(&a.1));
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// Start in the pub
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let the_pub = &buildings[building_size[0].0];
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build_data.starting_position = Some(Position {
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x: the_pub.0 + (the_pub.2 / 2),
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y: the_pub.1 + (the_pub.3 / 2),
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})
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}
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fn grass_layer(&mut self, build_data: &mut BuilderMap) {
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@ -86,4 +104,199 @@ impl TownBuilder {
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}
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build_data.take_snapshot();
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}
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fn town_walls(
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&mut self,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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) -> (HashSet<usize>, i32) {
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let mut available_building_tiles: HashSet<usize> = HashSet::new();
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let wall_gap_y = rng.roll_dice(1, build_data.height - 9) + 5;
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for y in 1..build_data.height - 2 {
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if !(y > wall_gap_y - 4 && y < wall_gap_y + 4) {
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let idx = build_data.map.xy_idx(30, y);
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build_data.map.tiles[idx] = TileType::Wall;
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build_data.map.tiles[idx - 1] = TileType::Floor;
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let idx_right = build_data.map.xy_idx(build_data.width - 2, y);
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build_data.map.tiles[idx_right] = TileType::Wall;
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for x in 31..build_data.width - 2 {
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let gravel_idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[gravel_idx] = TileType::Gravel;
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if y > 2 && y < build_data.height - 1 {
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available_building_tiles.insert(gravel_idx);
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}
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}
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} else {
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for x in 30..build_data.width {
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let road_idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[road_idx] = TileType::Road;
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}
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}
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}
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build_data.take_snapshot();
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for x in 30..build_data.width - 1 {
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let idx_top = build_data.map.xy_idx(x, 1);
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let idx_bot = build_data.map.xy_idx(x, build_data.height - 2);
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build_data.map.tiles[idx_top] = TileType::Wall;
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build_data.map.tiles[idx_bot] = TileType::Wall;
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}
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build_data.take_snapshot();
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(available_building_tiles, wall_gap_y)
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}
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fn buildings(
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&mut self,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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available_building_tiles: &mut HashSet<usize>,
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) -> Vec<(i32, i32, i32, i32)> {
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let mut buildings = Vec::new();
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let mut n_buildings = 0;
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while n_buildings < 12 {
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let bx = rng.roll_dice(1, build_data.map.width - 32) + 30;
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let by = rng.roll_dice(1, build_data.map.height) - 2;
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let bw = rng.roll_dice(1, 8) + 4;
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let bh = rng.roll_dice(1, 8) + 4;
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let mut possible = true;
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for y in by..by + bh {
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for x in bx..bx + bw {
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if x < 0 || x > build_data.width - 1 || y < 0 || y > build_data.height - 1 {
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possible = false;
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} else {
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let idx = build_data.map.xy_idx(x, y);
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if !available_building_tiles.contains(&idx) {
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possible = false;
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}
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}
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}
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}
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if possible {
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n_buildings += 1;
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buildings.push((bx, by, bw, bh));
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for y in by..by + bh {
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for x in bx..bx + bw {
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let idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[idx] = TileType::WoodFloor;
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available_building_tiles.remove(&idx);
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available_building_tiles.remove(&(idx + 1));
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available_building_tiles.remove(&(idx + build_data.width as usize));
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available_building_tiles.remove(&(idx - 1));
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available_building_tiles.remove(&(idx - build_data.width as usize));
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}
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}
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build_data.take_snapshot();
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}
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}
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// Outline buildings
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let mut mapclone = build_data.map.clone();
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for y in 2..build_data.height - 2 {
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for x in 32..build_data.width - 2 {
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let idx = build_data.map.xy_idx(x, y);
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if build_data.map.tiles[idx] == TileType::WoodFloor {
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let mut neighbors = 0;
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if build_data.map.tiles[idx - 1] != TileType::WoodFloor {
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neighbors += 1;
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}
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if build_data.map.tiles[idx + 1] != TileType::WoodFloor {
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neighbors += 1;
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}
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if build_data.map.tiles[idx - build_data.width as usize] != TileType::WoodFloor
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{
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neighbors += 1;
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}
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if build_data.map.tiles[idx + build_data.width as usize] != TileType::WoodFloor
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{
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neighbors += 1;
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}
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if neighbors > 0 {
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mapclone.tiles[idx] = TileType::Wall;
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}
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}
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}
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}
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build_data.map = mapclone;
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build_data.take_snapshot();
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buildings
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}
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fn add_doors(
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&mut self,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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buildings: &mut Vec<(i32, i32, i32, i32)>,
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wall_gap_y: i32,
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) -> Vec<usize> {
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let mut doors = Vec::new();
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for building in buildings.iter() {
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let door_x = building.0 + 1 + rng.roll_dice(1, building.2 - 3);
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let cy = building.1 + (building.3 / 2);
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let idx = if cy > wall_gap_y {
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// Door on the north wall
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build_data.map.xy_idx(door_x, building.1)
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} else {
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build_data.map.xy_idx(door_x, building.1 + building.3 - 1)
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};
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "Door".to_string()));
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doors.push(idx);
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}
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build_data.take_snapshot();
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doors
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}
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fn add_paths(&mut self, build_data: &mut BuilderMap, doors: &[usize]) {
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let mut roads = Vec::new();
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for y in 0..build_data.height {
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for x in 0..build_data.width {
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let idx = build_data.map.xy_idx(x, y);
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if build_data.map.tiles[idx] == TileType::Road {
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roads.push(idx);
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}
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}
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}
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build_data.map.populate_blocked();
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for door_idx in doors.iter() {
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let mut nearest_roads: Vec<(usize, f32)> = Vec::new();
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let door_pt = Point::new(
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*door_idx as i32 % build_data.map.width as i32,
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*door_idx as i32 / build_data.map.width as i32,
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);
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for r in roads.iter() {
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nearest_roads.push((
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*r,
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::rltk::DistanceAlg::PythagorasSquared.distance2d(
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door_pt,
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Point::new(
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*r as i32 % build_data.map.width,
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*r as i32 / build_data.map.width as i32,
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),
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),
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));
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}
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nearest_roads.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap());
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let destination = nearest_roads[0].0;
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let path = ::rltk::a_star_search(*door_idx, destination, &build_data.map);
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if path.success {
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for step in path.steps.iter() {
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let idx = *step as usize;
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build_data.map.tiles[idx] = TileType::Road;
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roads.push(idx);
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}
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}
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build_data.take_snapshot();
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}
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}
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}
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