Finish Prefab map builder
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5454dd0755
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cce44f78f4
@ -67,8 +67,15 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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//
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// result
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Box::new(PrefabBuilder::new(
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Box::new(PrefabBuilder::vaults(
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new_depth,
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Some(Box::new(SimpleMapBuilder::new(new_depth))),
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Box::new(PrefabBuilder::sectional(
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new_depth,
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prefab_builder::prefab_sections::UNDERGROUND_FORT,
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Box::new(WaveformCollapseBuilder::derived_map(
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new_depth,
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Box::new(CellularAutomataBuilder::new(new_depth)),
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)),
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)),
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))
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}
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@ -1,6 +1,8 @@
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mod prefab_levels;
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mod prefab_rooms;
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mod prefab_sections;
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pub mod prefab_levels;
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pub mod prefab_rooms;
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pub mod prefab_sections;
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use std::collections::HashSet;
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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@ -8,7 +10,7 @@ use specs::prelude::*;
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use super::{remove_unreachable_areas_returning_most_distant, MapBuilder};
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use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
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#[derive(PartialEq, Clone)]
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#[derive(PartialEq, Copy, Clone)]
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#[allow(dead_code)]
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pub enum PrefabMode {
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RexLevel {
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@ -23,6 +25,7 @@ pub enum PrefabMode {
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RoomVaults,
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}
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#[allow(dead_code)]
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pub struct PrefabBuilder {
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map: Map,
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starting_position: Position,
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@ -79,9 +82,65 @@ impl PrefabBuilder {
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}
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}
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#[allow(dead_code)]
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pub fn rex_level(new_depth: i32, template: &'static str) -> PrefabBuilder {
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PrefabBuilder {
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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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mode: PrefabMode::RexLevel { template },
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previous_builder: None,
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spawn_list: Vec::new(),
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}
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}
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#[allow(dead_code)]
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pub fn constant(new_depth: i32, level: prefab_levels::PrefabLevel) -> PrefabBuilder {
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PrefabBuilder {
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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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mode: PrefabMode::Constant { level },
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previous_builder: None,
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spawn_list: Vec::new(),
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}
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}
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#[allow(dead_code)]
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pub fn sectional(
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new_depth: i32,
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section: prefab_sections::PrefabSection,
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previous_builder: Box<dyn MapBuilder>,
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) -> PrefabBuilder {
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PrefabBuilder {
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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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mode: PrefabMode::Sectional { section },
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previous_builder: Some(previous_builder),
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spawn_list: Vec::new(),
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}
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}
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#[allow(dead_code)]
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pub fn vaults(new_depth: i32, previous_builder: Box<dyn MapBuilder>) -> PrefabBuilder {
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PrefabBuilder {
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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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mode: PrefabMode::RoomVaults,
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previous_builder: Some(previous_builder),
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spawn_list: Vec::new(),
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}
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}
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fn build(&mut self) {
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match self.mode {
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PrefabMode::RexLevel { template } => self.load_rex_map(template),
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PrefabMode::RexLevel { template } => self.load_rex_map(&template),
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PrefabMode::Constant { level } => self.load_ascii_map(&level),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion),
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PrefabMode::RoomVaults => self.apply_room_vaults(),
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@ -89,12 +148,13 @@ impl PrefabBuilder {
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self.take_snapshot();
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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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let mut start_idx;
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if self.starting_position.x == 0 {
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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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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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@ -104,6 +164,18 @@ impl PrefabBuilder {
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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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}
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let mut has_exit = false;
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for t in self.map.tiles.iter() {
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if *t == TileType::DownStairs {
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has_exit = true;
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}
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}
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if !has_exit {
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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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// Find all tiles we can reach from the starting point
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let exit_tile =
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@ -179,20 +251,17 @@ impl PrefabBuilder {
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.chars()
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.filter(|a| *a != '\r' && *a != '\n')
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.collect();
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for c in string_vec.iter_mut() {
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if *c as u8 == 160_u8 {
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*c = ' ';
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}
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}
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string_vec
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}
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#[allow(dead_code)]
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fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel) {
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// Start by converting to a vector, with newlines removed
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let string_vec = Self::read_ascii_to_vec(level.template);
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let string_vec = PrefabBuilder::read_ascii_to_vec(level.template);
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let mut i = 0;
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for ty in 0..level.height {
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@ -201,7 +270,6 @@ impl PrefabBuilder {
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let idx = self.map.xy_idx(tx as i32, ty as i32);
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self.char_to_map(string_vec[i], idx);
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}
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i += 1;
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}
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}
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@ -215,13 +283,12 @@ impl PrefabBuilder {
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let prev_builder = self.previous_builder.as_mut().unwrap();
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prev_builder.build_map();
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self.starting_position = prev_builder.get_starting_position();
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self.map = prev_builder.get_map();
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self.map = prev_builder.get_map().clone();
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self.history = prev_builder.get_snapshot_history();
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for e in prev_builder.get_spawn_list().iter() {
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let idx = e.0;
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let x = idx as i32 % self.map.width;
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let y = idx as i32 / self.map.width;
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if filter(x, y, e) {
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self.spawn_list.push((idx, e.1.to_string()))
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}
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@ -229,10 +296,11 @@ impl PrefabBuilder {
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self.take_snapshot();
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}
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pub fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
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#[allow(dead_code)]
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fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
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use prefab_sections::*;
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let string_vec = Self::read_ascii_to_vec(section.template);
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let string_vec = PrefabBuilder::read_ascii_to_vec(section.template);
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// Place the new section
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let chunk_x = match section.placement.0 {
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@ -248,7 +316,7 @@ impl PrefabBuilder {
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};
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// Build the map
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self.apply_previous_iteration(|x, y, e| {
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self.apply_previous_iteration(|x, y, _e| {
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x < chunk_x
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|| x > (chunk_x + section.width as i32)
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|| y < chunk_y
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@ -258,7 +326,11 @@ impl PrefabBuilder {
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let mut i = 0;
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for ty in 0..section.height {
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for tx in 0..section.width {
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if tx < self.map.width as usize && ty < self.map.height as usize {
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if tx > 0
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&& tx < self.map.width as usize - 1
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&& ty < self.map.height as usize - 1
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&& ty > 0
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{
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let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
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self.char_to_map(string_vec[i], idx);
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}
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@ -275,11 +347,17 @@ impl PrefabBuilder {
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// Apply the previous builder, and keep all entities it spawns (for now)
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self.apply_previous_iteration(|_x, _y, _e| true);
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// Do we want a vault at all?
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let vault_roll = rng.roll_dice(1, 6) + self.depth;
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if vault_roll < 4 {
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return;
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}
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// Note that this is a place-holder and will be moved out of this function
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let master_vault_list = vec![TOTALLY_NOT_A_TRAP, CHECKERBOARD, SILLY_SMILE];
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// Filter the possible vault list down to ones that are application to the current depth
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let possible_vaults: Vec<&PrefabRoom> = master_vault_list
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// Filter the vault list down to ones that are applicable to the current depth
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let mut possible_vaults: Vec<&PrefabRoom> = master_vault_list
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.iter()
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.filter(|v| self.depth >= v.first_depth && self.depth <= v.last_depth)
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.collect();
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@ -289,40 +367,48 @@ impl PrefabBuilder {
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return;
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}
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let vault_index = if possible_vaults.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, possible_vaults.len() as i32) - 1) as usize
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};
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let vault = possible_vaults[vault_index];
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let n_vaults = i32::min(rng.roll_dice(1, 3), possible_vaults.len() as i32);
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let mut used_tiles: HashSet<usize> = HashSet::new();
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// We'll make a list of places in which the vault could fit
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let mut vault_positions: Vec<Position> = Vec::new();
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for _i in 0..n_vaults {
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let vault_index = if possible_vaults.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, possible_vaults.len() as i32) - 1) as usize
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};
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let vault = possible_vaults[vault_index];
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let mut idx = 0_usize;
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loop {
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let x = (idx % self.map.width as usize) as i32;
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let y = (idx / self.map.width as usize) as i32;
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// We'll make a list of places in which the vault could fit
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let mut vault_positions: Vec<Position> = Vec::new();
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// Check that we won't overflow the map
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if x > 1
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&& (x + vault.width as i32) < self.map.width - 2
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&& y > 1
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&& (y + vault.height as i32) < self.map.height - 2
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{
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let mut possible = true;
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for ty in 0..vault.height as i32 {
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for tx in 0..vault.width as i32 {
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let idx = self.map.xy_idx(tx + x, ty + y);
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if self.map.tiles[idx] != TileType::Floor {
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possible = false;
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let mut idx = 0usize;
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loop {
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let x = (idx % self.map.width as usize) as i32;
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let y = (idx / self.map.width as usize) as i32;
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// Check that we won't overflow the map
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if x > 1
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&& (x + vault.width as i32) < self.map.width - 2
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&& y > 1
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&& (y + vault.height as i32) < self.map.height - 2
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{
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let mut possible = true;
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for ty in 0..vault.height as i32 {
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for tx in 0..vault.width as i32 {
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let idx = self.map.xy_idx(tx + x, ty + y);
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if self.map.tiles[idx] != TileType::Floor {
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possible = false;
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}
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if used_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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vault_positions.push(Position { x, y });
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break;
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if possible {
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vault_positions.push(Position { x, y });
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break;
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}
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}
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idx += 1;
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@ -330,41 +416,44 @@ impl PrefabBuilder {
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break;
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}
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}
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}
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if !vault_positions.is_empty() {
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let pos_idx = if vault_positions.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, vault_positions.len() as i32) - 1) as usize
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};
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let pos = &vault_positions[pos_idx];
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if !vault_positions.is_empty() {
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let pos_idx = if vault_positions.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, vault_positions.len() as i32) - 1) as usize
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};
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let pos = &vault_positions[pos_idx];
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let chunk_x = pos.x;
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let chunk_y = pos.y;
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let chunk_x = pos.x;
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let chunk_y = pos.y;
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let width = self.map.width;
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let height = self.map.height;
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self.spawn_list.retain(|e| {
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let idx = e.0 as i32;
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let x = idx % width;
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let y = idx / height;
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x < chunk_x
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|| x > chunk_x + vault.width as i32
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|| y < chunk_y
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|| y > chunk_y + vault.height as i32
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});
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let width = self.map.width; // The borrow checker really doesn't like it
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let height = self.map.height; // when we access `self` inside the `retain`
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self.spawn_list.retain(|e| {
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let idx = e.0 as i32;
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let x = idx % width;
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let y = idx / height;
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x < chunk_x
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|| x > chunk_x + vault.width as i32
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|| y < chunk_y
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|| y > chunk_y + vault.height as i32
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});
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let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
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let mut i = 0;
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for ty in 0..vault.height {
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for tx in 0..vault.width {
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let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
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self.char_to_map(string_vec[i], idx);
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i += 1;
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let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
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let mut i = 0;
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for ty in 0..vault.height {
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for tx in 0..vault.width {
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let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
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self.char_to_map(string_vec[i], idx);
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used_tiles.insert(idx);
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i += 1;
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}
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}
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self.take_snapshot();
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possible_vaults.remove(vault_index);
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}
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self.take_snapshot();
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}
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}
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}
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