Refactor bsp_dungeon builder to use Rust builder pattern
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541421eb5b
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@ -1,74 +1,35 @@
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use rltk::RandomNumberGenerator;
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use rltk::RandomNumberGenerator;
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use super::MapBuilder;
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use crate::components::Position;
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use crate::components::Position;
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use crate::map_builders::common::apply_room_to_map;
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use crate::map_builders::common::{apply_room_to_map, draw_corridor};
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use crate::{spawner, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
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use crate::{spawner, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
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use crate::map_builders::{BuilderMap, InitialMapBuilder};
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pub struct BspDungeonBuilder {
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pub struct BspDungeonBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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rooms: Vec<Rect>,
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history: Vec<Map>,
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rects: Vec<Rect>,
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rects: Vec<Rect>,
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spawn_list: Vec<(usize, String)>,
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}
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}
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impl MapBuilder for BspDungeonBuilder {
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impl InitialMapBuilder for BspDungeonBuilder {
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fn get_map(&self) -> Map {
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#[allow(dead_code)]
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self.map.clone()
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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}
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self.build(rng, build_data);
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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 build_map(&mut self) {
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self.build();
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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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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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&self.spawn_list
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}
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}
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}
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}
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impl BspDungeonBuilder {
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impl BspDungeonBuilder {
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pub fn new(new_depth: i32) -> BspDungeonBuilder {
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pub fn new() -> Box<BspDungeonBuilder> {
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BspDungeonBuilder {
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Box::new(BspDungeonBuilder {
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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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rooms: Vec::new(),
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history: Vec::new(),
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rects: Vec::new(),
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rects: Vec::new(),
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spawn_list: Vec::new(),
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})
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}
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}
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}
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fn build(&mut self) {
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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let mut rng = RandomNumberGenerator::new();
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let mut rooms: Vec<Rect> = Vec::new();
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self.rects.clear();
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self.rects.clear();
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// Start with a single map-sized rectangle
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// Start with a single map-sized rectangle
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self.rects
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self.rects
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.push(Rect::new(2, 2, self.map.width - 5, self.map.height - 5));
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.push(Rect::new(2, 2, build_data.map.width - 5, build_data.map.height - 5));
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let first_room = self.rects[0];
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let first_room = self.rects[0];
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self.add_subrects(first_room); // Divide the first room
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self.add_subrects(first_room); // Divide the first room
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@ -76,26 +37,26 @@ impl BspDungeonBuilder {
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// a room in there, we place it and add it to the rooms list.
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// a room in there, we place it and add it to the rooms list.
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let mut n_rooms = 0;
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let mut n_rooms = 0;
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while n_rooms < 240 {
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while n_rooms < 240 {
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let rect = self.get_random_rect(&mut rng);
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let rect = self.get_random_rect(rng);
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let candidate = self.get_random_sub_rect(rect, &mut rng);
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let candidate = self.get_random_sub_rect(rect, rng);
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if self.is_possible(candidate) {
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if self.is_possible(candidate, &build_data.map) {
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apply_room_to_map(&mut self.map, &candidate);
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apply_room_to_map(&mut build_data.map, &candidate);
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self.rooms.push(candidate);
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rooms.push(candidate);
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self.add_subrects(rect);
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self.add_subrects(rect);
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self.take_snapshot();
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build_data.take_snapshot();
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}
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}
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n_rooms += 1;
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n_rooms += 1;
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}
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}
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// Now we sort the rooms
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// Now we sort the rooms
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self.rooms.sort_by(|a, b| a.x1.cmp(&b.x1));
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rooms.sort_by(|a, b| a.x1.cmp(&b.x1));
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// Now we want corridors
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// Now we want corridors
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for i in 0..self.rooms.len() - 1 {
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for i in 0..rooms.len() - 1 {
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let room = self.rooms[i];
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let room = rooms[i];
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let next_room = self.rooms[i + 1];
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let next_room = rooms[i + 1];
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let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
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let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
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let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2) - 1));
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let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2) - 1));
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let end_x =
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let end_x =
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@ -103,21 +64,11 @@ impl BspDungeonBuilder {
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let end_y =
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let end_y =
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next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
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next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
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self.draw_corridor(start_x, start_y, end_x, end_y);
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draw_corridor(&mut build_data.map, start_x, start_y, end_x, end_y);
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self.take_snapshot();
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build_data.take_snapshot();
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}
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}
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// Don't forget the stairs
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build_data.rooms = Some(rooms);
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let stairs = self.rooms[self.rooms.len() - 1].center();
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let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
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self.map.tiles[stairs_idx] = TileType::DownStairs;
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self.starting_position = Position::from(self.rooms[0].center());
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// Spawn some entities
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(&self.map, &mut rng, room, self.depth, &mut self.spawn_list);
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}
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}
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}
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fn add_subrects(&mut self, rect: Rect) {
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fn add_subrects(&mut self, rect: Rect) {
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@ -173,7 +124,7 @@ impl BspDungeonBuilder {
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result
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result
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}
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}
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fn is_possible(&self, rect: Rect) -> bool {
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fn is_possible(&self, rect: Rect, map: &Map) -> bool {
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let mut expanded = rect;
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let mut expanded = rect;
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expanded.x1 -= 2;
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expanded.x1 -= 2;
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expanded.x2 += 2;
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expanded.x2 += 2;
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@ -184,10 +135,10 @@ impl BspDungeonBuilder {
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for y in expanded.y1..=expanded.y2 {
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for y in expanded.y1..=expanded.y2 {
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for x in expanded.x1..=expanded.x2 {
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for x in expanded.x1..=expanded.x2 {
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if x > self.map.width - 2 {
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if x > map.width - 2 {
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can_build = false;
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can_build = false;
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}
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}
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if y > self.map.height - 2 {
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if y > map.height - 2 {
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can_build = false;
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can_build = false;
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}
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}
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if x < 1 {
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if x < 1 {
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@ -198,8 +149,8 @@ impl BspDungeonBuilder {
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}
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}
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if can_build {
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if can_build {
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let idx = self.map.xy_idx(x, y);
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let idx = map.xy_idx(x, y);
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if self.map.tiles[idx] != TileType::Wall {
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if map.tiles[idx] != TileType::Wall {
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can_build = false;
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can_build = false;
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}
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}
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}
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}
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@ -208,24 +159,4 @@ impl BspDungeonBuilder {
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can_build
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can_build
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}
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}
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fn draw_corridor(&mut self, x1: i32, y1: i32, x2: i32, y2: i32) {
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let mut x = x1;
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let mut y = y1;
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while x != x2 || y != y2 {
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if x < x2 {
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x += 1;
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} else if x > x2 {
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x -= 1;
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} else if y < y2 {
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y += 1;
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} else if y > y2 {
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y -= 1;
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}
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let idx = self.map.xy_idx(x, y);
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self.map.tiles[idx] = TileType::Floor;
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}
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}
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}
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}
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@ -103,6 +103,26 @@ pub fn generate_voronoi_spawn_regions(
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noise_areas
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noise_areas
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}
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}
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pub fn draw_corridor(map: &mut Map, x1: i32, y1: i32, x2: i32, y2: i32) {
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let mut x = x1;
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let mut y = y1;
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while x != x2 || y != y2 {
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if x < x2 {
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x += 1;
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} else if x > x2 {
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x -= 1;
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} else if y < y2 {
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y += 1;
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} else if y > y2 {
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y -= 1;
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}
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let idx = map.xy_idx(x, y);
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map.tiles[idx] = TileType::Floor;
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}
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}
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pub fn paint(map: &mut Map, mode: Symmetry, brush_size: i32, x: i32, y: i32) {
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pub fn paint(map: &mut Map, mode: Symmetry, brush_size: i32, x: i32, y: i32) {
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match mode {
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match mode {
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Symmetry::None => apply_paint(map, brush_size, x, y),
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Symmetry::None => apply_paint(map, brush_size, x, y),
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