Finish section 4.6
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b24bf3562c
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@ -1,10 +1,11 @@
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use super::common::{
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generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
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};
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use super::MapBuilder;
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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 crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
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use rltk::RandomNumberGenerator;
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use specs::prelude::*;
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use std::collections::HashMap;
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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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pub struct CellularAutomataBuilder {
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map: Map,
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map: Map,
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@ -1,15 +1,31 @@
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use super::common::{
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generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
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};
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use super::MapBuilder;
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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 crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
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use rltk::RandomNumberGenerator;
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use specs::prelude::*;
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use std::collections::HashMap;
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use std::collections::HashMap;
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#[derive(PartialEq, Copy, Clone)]
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pub enum DrunkSpawnMode {
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StaringPoint,
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Random,
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}
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pub struct DrunkardSettings {
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pub spawn_mode: DrunkSpawnMode,
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pub drunken_lifetime: i32,
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pub floor_percent: f32,
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}
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pub struct DrunkardsWalkBuilder {
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pub struct DrunkardsWalkBuilder {
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map: Map,
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map: Map,
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starting_position: Position,
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starting_position: Position,
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depth: i32,
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depth: i32,
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history: Vec<Map>,
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history: Vec<Map>,
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noise_areas: HashMap<i32, Vec<usize>>,
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noise_areas: HashMap<i32, Vec<usize>>,
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settings: DrunkardSettings,
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}
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}
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impl MapBuilder for DrunkardsWalkBuilder {
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impl MapBuilder for DrunkardsWalkBuilder {
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@ -47,19 +63,53 @@ impl MapBuilder for DrunkardsWalkBuilder {
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}
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}
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impl DrunkardsWalkBuilder {
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impl DrunkardsWalkBuilder {
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pub fn new(new_depth: i32) -> DrunkardsWalkBuilder {
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pub fn new(new_depth: i32, settings: DrunkardSettings) -> DrunkardsWalkBuilder {
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DrunkardsWalkBuilder {
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DrunkardsWalkBuilder {
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map: Map::new(new_depth),
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map: Map::new(new_depth),
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starting_position: Position::default(),
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starting_position: Position::default(),
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depth: new_depth,
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depth: new_depth,
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history: Vec::new(),
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history: Vec::new(),
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noise_areas: HashMap::new(),
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noise_areas: HashMap::new(),
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settings,
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}
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}
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}
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}
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pub fn open_area(new_depth: i32) -> DrunkardsWalkBuilder {
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DrunkardsWalkBuilder::new(
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new_depth,
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DrunkardSettings {
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spawn_mode: DrunkSpawnMode::StaringPoint,
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drunken_lifetime: 400,
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floor_percent: 0.5,
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},
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)
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}
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pub fn open_halls(new_depth: i32) -> DrunkardsWalkBuilder {
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DrunkardsWalkBuilder::new(
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new_depth,
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DrunkardSettings {
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spawn_mode: DrunkSpawnMode::Random,
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drunken_lifetime: 400,
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floor_percent: 0.5,
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},
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)
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}
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pub fn winding_passages(new_depth: i32) -> DrunkardsWalkBuilder {
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DrunkardsWalkBuilder::new(
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new_depth,
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DrunkardSettings {
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spawn_mode: DrunkSpawnMode::Random,
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drunken_lifetime: 100,
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floor_percent: 0.4,
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},
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)
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}
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#[allow(clippy::map_entry)]
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#[allow(clippy::map_entry)]
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fn build(&mut self) {
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fn build(&mut self) {
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// let mut rng = RandomNumberGenerator::new();
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let mut rng = RandomNumberGenerator::new();
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// Set a central starting point
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// Set a central starting point
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self.starting_position = Position {
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self.starting_position = Position {
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@ -71,6 +121,107 @@ impl DrunkardsWalkBuilder {
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.xy_idx(self.starting_position.x, self.starting_position.y);
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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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self.map.tiles[start_idx] = TileType::Floor;
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// @TODO implement the rest
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let total_tiles = self.map.width * self.map.height;
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let desired_floor_tiles = (self.settings.floor_percent * total_tiles as f32) as usize;
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let mut floor_tile_count = self
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.map
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.tiles
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.iter()
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.filter(|a| **a == TileType::Floor)
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.count();
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let mut digger_count = 0;
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let mut active_digger_count = 0;
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while floor_tile_count < desired_floor_tiles {
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let mut did_something = false;
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let mut drunk_x;
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let mut drunk_y;
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match self.settings.spawn_mode {
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DrunkSpawnMode::StaringPoint => {
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drunk_x = self.starting_position.x;
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drunk_y = self.starting_position.y;
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}
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DrunkSpawnMode::Random => {
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if digger_count == 0 {
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drunk_x = self.starting_position.x;
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drunk_y = self.starting_position.y;
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} else {
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drunk_x = rng.roll_dice(1, self.map.width - 3) + 1;
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drunk_y = rng.roll_dice(1, self.map.height - 3) + 1;
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}
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}
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}
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let mut drunk_life = self.settings.drunken_lifetime;
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while drunk_life > 0 {
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let drunk_idx = self.map.xy_idx(drunk_x, drunk_y);
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if self.map.tiles[drunk_idx] == TileType::Wall {
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did_something = true;
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}
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self.map.tiles[drunk_idx] = TileType::DownStairs;
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let stagger_direction = rng.roll_dice(1, 4);
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match stagger_direction {
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1 => {
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if drunk_x > 2 {
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drunk_x -= 1;
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}
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}
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2 => {
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if drunk_x < self.map.width - 2 {
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drunk_x += 1
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}
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}
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3 => {
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if drunk_y > 2 {
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drunk_y -= 1
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}
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}
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_ => {
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if drunk_y < self.map.height - 2 {
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drunk_y += 1
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}
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}
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}
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drunk_life -= 1;
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}
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if did_something {
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self.take_snapshot();
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active_digger_count += 1;
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}
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digger_count += 1;
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for t in self.map.tiles.iter_mut() {
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if *t == TileType::DownStairs {
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*t = TileType::Floor;
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}
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}
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floor_tile_count = self
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.map
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.tiles
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.iter()
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.filter(|a| **a == TileType::Floor)
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.count();
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}
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rltk::console::log(format!(
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"{} dwarves gave up their sobriety, of whom {} actually found a wall.",
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digger_count, active_digger_count
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));
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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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}
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}
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@ -25,11 +25,13 @@ 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, 4) {
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match rng.roll_dice(1, 7) {
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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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5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
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6 => Box::new(DrunkardsWalkBuilder::winding_passages(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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// Box::new(DrunkardsWalkBuilder::new(new_depth))
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}
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}
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