Use named submodules instead of mod.rs submodules
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64
src/map_builders.rs
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64
src/map_builders.rs
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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 dla;
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mod drunkard;
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mod maze;
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mod prefab_builder;
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mod simple_map;
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mod voronoi;
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mod waveform_collapse;
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use crate::{Map, Position};
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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 dla::DLABuilder;
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use drunkard::DrunkardsWalkBuilder;
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use maze::MazeBuilder;
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use prefab_builder::PrefabBuilder;
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use simple_map::SimpleMapBuilder;
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use specs::prelude::*;
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use voronoi::VoronoiCellBuilder;
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use waveform_collapse::WaveformCollapseBuilder;
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pub trait MapBuilder {
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fn get_map(&self) -> Map;
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fn get_starting_position(&self) -> Position;
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fn get_snapshot_history(&self) -> Vec<Map>;
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fn build_map(&mut self);
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fn spawn_entities(&mut self, ecs: &mut World);
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fn take_snapshot(&mut self);
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}
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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 result: Box<dyn MapBuilder> = match rng.roll_dice(1, 16) {
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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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// 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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// 7 => Box::new(DrunkardsWalkBuilder::fat_passages(new_depth)),
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// 8 => Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)),
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// 9 => Box::new(MazeBuilder::new(new_depth)),
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// 10 => Box::new(DLABuilder::walk_inwards(new_depth)),
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// 11 => Box::new(DLABuilder::walk_outwards(new_depth)),
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// 12 => Box::new(DLABuilder::central_attractor(new_depth)),
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// 13 => Box::new(DLABuilder::insectoid(new_depth)),
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// 14 => Box::new(VoronoiCellBuilder::pythagoras(new_depth)),
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// 15 => Box::new(VoronoiCellBuilder::manhattan(new_depth)),
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// _ => Box::new(SimpleMapBuilder::new(new_depth)),
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// };
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//
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// if rng.roll_dice(1, 3) == 1 {
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// result = Box::new(WaveformCollapseBuilder::derived_map(new_depth, result));
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// }
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//
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// result
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Box::new(PrefabBuilder::new(new_depth))
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}
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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 dla;
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mod drunkard;
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mod maze;
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mod prefab_builder;
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mod simple_map;
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mod voronoi;
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mod waveform_collapse;
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use crate::{Map, Position};
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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 dla::DLABuilder;
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use drunkard::DrunkardsWalkBuilder;
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use maze::MazeBuilder;
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use prefab_builder::PrefabBuilder;
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use simple_map::SimpleMapBuilder;
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use specs::prelude::*;
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use voronoi::VoronoiCellBuilder;
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use waveform_collapse::WaveformCollapseBuilder;
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pub trait MapBuilder {
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fn get_map(&self) -> Map;
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fn get_starting_position(&self) -> Position;
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fn get_snapshot_history(&self) -> Vec<Map>;
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fn build_map(&mut self);
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fn spawn_entities(&mut self, ecs: &mut World);
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fn take_snapshot(&mut self);
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}
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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 result: Box<dyn MapBuilder> = match rng.roll_dice(1, 16) {
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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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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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7 => Box::new(DrunkardsWalkBuilder::fat_passages(new_depth)),
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8 => Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)),
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9 => Box::new(MazeBuilder::new(new_depth)),
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10 => Box::new(DLABuilder::walk_inwards(new_depth)),
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11 => Box::new(DLABuilder::walk_outwards(new_depth)),
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12 => Box::new(DLABuilder::central_attractor(new_depth)),
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13 => Box::new(DLABuilder::insectoid(new_depth)),
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14 => Box::new(VoronoiCellBuilder::pythagoras(new_depth)),
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15 => Box::new(VoronoiCellBuilder::manhattan(new_depth)),
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_ => Box::new(SimpleMapBuilder::new(new_depth)),
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};
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if rng.roll_dice(1, 3) == 1 {
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result = Box::new(WaveformCollapseBuilder::derived_map(new_depth, result));
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}
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result
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}
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