mod.rs 1.0 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 common;
  11. use common::*;
  12. use specs::prelude::*;
  13. pub trait MapBuilder {
  14. fn build_map(&mut self);
  15. fn spawn_entities(&mut self, ecs : &mut World);
  16. fn get_map(&self) -> Map;
  17. fn get_starting_position(&self) -> Position;
  18. fn get_snapshot_history(&self) -> Vec<Map>;
  19. fn take_snapshot(&mut self);
  20. }
  21. pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
  22. /*let mut rng = rltk::RandomNumberGenerator::new();
  23. let builder = rng.roll_dice(1, 3);
  24. match builder {
  25. 1 => Box::new(BspDungeonBuilder::new(new_depth)),
  26. 2 => Box::new(BspInteriorBuilder::new(new_depth)),
  27. _ => Box::new(SimpleMapBuilder::new(new_depth))
  28. }*/
  29. Box::new(CellularAutomotaBuilder::new(new_depth))
  30. }