Start section 4.6
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@ -3,6 +3,8 @@ 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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use crate::map_builders::common::remove_unreachable_areas_returning_most_distant;
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use super::common::generate_voronoi_spawn_regions;
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pub struct CellularAutomataBuilder {
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map: Map,
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@ -139,58 +141,14 @@ impl CellularAutomataBuilder {
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}
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// Find all tiles we can reach from the starting point
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let map_starts: Vec<usize> = vec![start_idx];
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let dijkstra_map = rltk::DijkstraMap::new(
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self.map.width,
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self.map.height,
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&map_starts,
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&self.map,
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200.0,
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);
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let mut exit_tile = (0, 0.0f32);
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for (i, tile) in self.map.tiles.iter_mut().enumerate() {
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if *tile == TileType::Floor {
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let distance_to_start = dijkstra_map.map[i];
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// We can't get to this tile - so we'll make it a wall
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if distance_to_start == f32::MAX {
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*tile = TileType::Wall;
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} else {
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// If it is further away than our current exit candidate, move the exit
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if distance_to_start > exit_tile.1 {
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exit_tile.0 = i;
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exit_tile.1 = distance_to_start;
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}
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}
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}
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}
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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.0] = TileType::DownStairs;
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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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let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64);
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noise.set_noise_type(rltk::NoiseType::Cellular);
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noise.set_frequency(0.08);
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noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan);
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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 idx = self.map.xy_idx(x, y);
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if self.map.tiles[idx] == TileType::Floor {
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let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0;
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let cell_value = cell_value_f as i32;
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#[allow(clippy::map_entry)]
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if self.noise_areas.contains_key(&cell_value) {
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self.noise_areas.get_mut(&cell_value).unwrap().push(idx);
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} else {
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self.noise_areas.insert(cell_value, vec![idx]);
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}
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}
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}
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}
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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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@ -1,5 +1,6 @@
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use crate::{Map, Rect, TileType};
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use std::cmp::{max, min};
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use std::collections::HashMap;
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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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@ -29,3 +30,65 @@ pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) {
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}
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}
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}
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/// Searches a map, removes unreachable areas and returns the most distant tile.
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pub fn remove_unreachable_areas_returning_most_distant(map: &mut Map, start_idx: usize) -> usize {
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map.populate_blocked();
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let map_starts: Vec<usize> = vec![start_idx];
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let dijkstra_map = rltk::DijkstraMap::new(
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map.width as usize,
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map.height as usize,
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&map_starts,
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map,
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200.0,
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);
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let mut exit_tile = (0, 0.0f32);
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for (i, tile) in map.tiles.iter_mut().enumerate() {
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if *tile == TileType::Floor {
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let distance_to_start = dijkstra_map.map[i];
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// We can't get to this tile - so we'll make it a wall
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if distance_to_start == std::f32::MAX {
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*tile = TileType::Wall;
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} else {
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// If it is further away than our current exit candidate, move the exit
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if distance_to_start > exit_tile.1 {
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exit_tile.0 = i;
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exit_tile.1 = distance_to_start;
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}
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}
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}
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}
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exit_tile.0
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}
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/// Generates a Voronoi/cellular noise map of a region, and divides it into spawn regions.
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#[allow(clippy::map_entry)]
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pub fn generate_voronoi_spawn_regions(
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map: &Map,
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rng: &mut rltk::RandomNumberGenerator,
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) -> HashMap<i32, Vec<usize>> {
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let mut noise_areas: HashMap<i32, Vec<usize>> = HashMap::new();
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let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64);
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noise.set_noise_type(rltk::NoiseType::Cellular);
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noise.set_frequency(0.08);
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noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan);
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for y in 1..map.height - 1 {
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for x in 1..map.width - 1 {
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let idx = map.xy_idx(x, y);
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if map.tiles[idx] == TileType::Floor {
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let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0;
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let cell_value = cell_value_f as i32;
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if noise_areas.contains_key(&cell_value) {
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noise_areas.get_mut(&cell_value).unwrap().push(idx);
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} else {
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noise_areas.insert(cell_value, vec![idx]);
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}
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}
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}
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}
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noise_areas
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}
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76
src/map_builders/drunkard.rs
Normal file
76
src/map_builders/drunkard.rs
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@ -0,0 +1,76 @@
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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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pub struct DrunkardsWalkBuilder {
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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 DrunkardsWalkBuilder {
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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 DrunkardsWalkBuilder {
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pub fn new(new_depth: i32) -> DrunkardsWalkBuilder {
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DrunkardsWalkBuilder {
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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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}
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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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// Set a central starting point
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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 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.map.tiles[start_idx] = TileType::Floor;
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// @TODO implement the rest
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}
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}
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@ -2,6 +2,7 @@ mod bsp_dungeon;
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mod bsp_interior;
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mod cellular_automata;
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mod common;
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mod drunkard;
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mod simple_map;
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use crate::{Map, Position};
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@ -9,6 +10,7 @@ use bsp_dungeon::BspDungeonBuilder;
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use bsp_interior::BspInteriorBuilder;
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use cellular_automata::CellularAutomataBuilder;
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use common::*;
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use drunkard::DrunkardsWalkBuilder;
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use simple_map::SimpleMapBuilder;
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use specs::prelude::*;
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@ -29,4 +31,5 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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3 => Box::new(CellularAutomataBuilder::new(new_depth)),
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_ => Box::new(SimpleMapBuilder::new(new_depth)),
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}
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// Box::new(DrunkardsWalkBuilder::new(new_depth))
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}
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