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- use super::{MapBuilder, Map, Rect, apply_room_to_map,
- apply_horizontal_tunnel, apply_vertical_tunnel, TileType,
- Position, spawner};
- use rltk::RandomNumberGenerator;
- use specs::prelude::*;
- pub struct SimpleMapBuilder {}
- impl MapBuilder for SimpleMapBuilder {
- fn build(new_depth: i32) -> (Map, Position) {
- let mut map = Map::new(new_depth);
- let playerpos = SimpleMapBuilder::rooms_and_corridors(&mut map);
- (map, playerpos)
- }
- fn spawn(map : &Map, ecs : &mut World, new_depth: i32) {
- for room in map.rooms.iter().skip(1) {
- spawner::spawn_room(ecs, room, new_depth);
- }
- }
- }
- impl SimpleMapBuilder {
- fn rooms_and_corridors(map : &mut Map) -> Position {
- const MAX_ROOMS : i32 = 30;
- const MIN_SIZE : i32 = 6;
- const MAX_SIZE : i32 = 10;
- let mut rng = RandomNumberGenerator::new();
- for _i in 0..MAX_ROOMS {
- let w = rng.range(MIN_SIZE, MAX_SIZE);
- let h = rng.range(MIN_SIZE, MAX_SIZE);
- let x = rng.roll_dice(1, map.width - w - 1) - 1;
- let y = rng.roll_dice(1, map.height - h - 1) - 1;
- let new_room = Rect::new(x, y, w, h);
- let mut ok = true;
- for other_room in map.rooms.iter() {
- if new_room.intersect(other_room) { ok = false }
- }
- if ok {
- apply_room_to_map(map, &new_room);
- if !map.rooms.is_empty() {
- let (new_x, new_y) = new_room.center();
- let (prev_x, prev_y) = map.rooms[map.rooms.len()-1].center();
- if rng.range(0,1) == 1 {
- apply_horizontal_tunnel(map, prev_x, new_x, prev_y);
- apply_vertical_tunnel(map, prev_y, new_y, new_x);
- } else {
- apply_vertical_tunnel(map, prev_y, new_y, prev_x);
- apply_horizontal_tunnel(map, prev_x, new_x, new_y);
- }
- }
- map.rooms.push(new_room);
- }
- }
- let stairs_position = map.rooms[map.rooms.len()-1].center();
- let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
- map.tiles[stairs_idx] = TileType::DownStairs;
- let start_pos = map.rooms[0].center();
- Position{ x: start_pos.0, y: start_pos.1 }
- }
- }
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