mod.rs 1.3 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 common;
  15. use common::*;
  16. use specs::prelude::*;
  17. pub trait MapBuilder {
  18. fn build_map(&mut self);
  19. fn spawn_entities(&mut self, ecs : &mut World);
  20. fn get_map(&self) -> Map;
  21. fn get_starting_position(&self) -> Position;
  22. fn get_snapshot_history(&self) -> Vec<Map>;
  23. fn take_snapshot(&mut self);
  24. }
  25. pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
  26. let mut rng = rltk::RandomNumberGenerator::new();
  27. let builder = rng.roll_dice(1, 8);
  28. match builder {
  29. 1 => Box::new(BspDungeonBuilder::new(new_depth)),
  30. 2 => Box::new(BspInteriorBuilder::new(new_depth)),
  31. 3 => Box::new(CellularAutomotaBuilder::new(new_depth)),
  32. 4 => Box::new(DrunkardsWalkBuilder::open_area(new_depth)),
  33. 5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
  34. 6 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
  35. 7 => Box::new(MazeBuilder::new(new_depth))
  36. _ => Box::new(SimpleMapBuilder::new(new_depth))
  37. }
  38. }