mod.rs 1.9 KB

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  1. use super::{Map, Rect, TileType, Position, spawner, SHOW_MAPGEN_VISUALIZER};
  2. mod simple_map;
  3. use simple_map::SimpleMapBuilder;
  4. mod bsp_dungeon;
  5. use bsp_dungeon::BspDungeonBuilder;
  6. mod bsp_interior;
  7. use bsp_interior::BspInteriorBuilder;
  8. mod cellular_automota;
  9. use cellular_automota::CellularAutomotaBuilder;
  10. mod drunkard;
  11. use drunkard::*;
  12. mod maze;
  13. use maze::*;
  14. mod dla;
  15. use dla::*;
  16. mod common;
  17. use common::*;
  18. mod voronoi;
  19. use voronoi::*;
  20. use specs::prelude::*;
  21. pub trait MapBuilder {
  22. fn build_map(&mut self);
  23. fn spawn_entities(&mut self, ecs : &mut World);
  24. fn get_map(&self) -> Map;
  25. fn get_starting_position(&self) -> Position;
  26. fn get_snapshot_history(&self) -> Vec<Map>;
  27. fn take_snapshot(&mut self);
  28. }
  29. pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
  30. let mut rng = rltk::RandomNumberGenerator::new();
  31. let builder = rng.roll_dice(1, 16);
  32. match builder {
  33. 1 => Box::new(BspDungeonBuilder::new(new_depth)),
  34. 2 => Box::new(BspInteriorBuilder::new(new_depth)),
  35. 3 => Box::new(CellularAutomotaBuilder::new(new_depth)),
  36. 4 => Box::new(DrunkardsWalkBuilder::open_area(new_depth)),
  37. 5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
  38. 6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
  39. 7 => Box::new(DrunkardsWalkBuilder::fat_passages(new_depth)),
  40. 8 => Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)),
  41. 9 => Box::new(MazeBuilder::new(new_depth)),
  42. 10 => Box::new(DLABuilder::walk_inwards(new_depth)),
  43. 11 => Box::new(DLABuilder::walk_outwards(new_depth)),
  44. 12 => Box::new(DLABuilder::central_attractor(new_depth)),
  45. 13 => Box::new(DLABuilder::insectoid(new_depth)),
  46. 14 => Box::new(VoronoiCellBuilder::pythagoras(new_depth)),
  47. 15 => Box::new(VoronoiCellBuilder::manhattan(new_depth)),
  48. _ => Box::new(SimpleMapBuilder::new(new_depth))
  49. }
  50. }