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@@ -305,7 +305,7 @@ This implementation expands a lot of things out, and could be *much* shorter - b
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If you `cargo run` now, you'll get a pretty nice open map:
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## Managing The Diggers' Alcoholism
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@@ -387,7 +387,7 @@ while floor_tile_count < desired_floor_tiles {
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This is a relatively easy change: if we're in "random" mode, the starting position for the drunkard is the center of the map for the first digger (to ensure that we have some space around the stairs), and then a random map location for each subsequent iteration. It produces maps like this:
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This is a much more spread out map. Less of a big central area, and more like a sprawling cavern. A handy variation!
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@@ -421,7 +421,7 @@ That's a *simple* change - and drastically alters the nature of the resulting ma
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`cargo run` with the 100 lifespan, randomly placed drunkards produces something like this:
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## Changing the desired fill percentage
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@@ -453,7 +453,7 @@ Box::new(DrunkardsWalkBuilder::new(new_depth, DrunkardSettings{
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If you `cargo run` now, you'll see that we have even fewer open areas forming:
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## Building some preset constructors
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