Update maze-generator.
Some checks failed
continuous-integration/drone/push Build is failing

This commit is contained in:
Nolan Darilek 2022-03-21 09:14:44 -05:00
parent d56c6cc5c7
commit cc4b8751f4
2 changed files with 50 additions and 46 deletions

View File

@ -33,7 +33,7 @@ derive_more = "0.99"
futures-lite = "1" futures-lite = "1"
gilrs = "0.8" gilrs = "0.8"
here_be_dragons = "0.1" here_be_dragons = "0.1"
maze_generator = "1" maze_generator = "2"
once_cell = "1" once_cell = "1"
pathfinding = "3" pathfinding = "3"
rand = "0.8" rand = "0.8"

View File

@ -174,14 +174,17 @@ impl<D: Clone + Default> MapFilter<D> for GridBuilder {
fn modify_map(&self, _rng: &mut StdRng, map: &MapgenMap<D>) -> MapgenMap<D> { fn modify_map(&self, _rng: &mut StdRng, map: &MapgenMap<D>) -> MapgenMap<D> {
let mut map = map.clone(); let mut map = map.clone();
let mut generator = RbGenerator::new(None); let mut generator = RbGenerator::new(None);
let maze = generator.generate(self.width_in_rooms as i32, self.height_in_rooms as i32); if let Ok(maze) =
generator.generate(self.width_in_rooms as i32, self.height_in_rooms as i32)
{
let total_height = (self.room_height + 1) * self.height_in_rooms + 1; let total_height = (self.room_height + 1) * self.height_in_rooms + 1;
let half_width = self.room_width / 2; let half_width = self.room_width / 2;
let half_height = self.room_height / 2; let half_height = self.room_height / 2;
for y in 0..self.height_in_rooms { for y in 0..self.height_in_rooms {
for x in 0..self.width_in_rooms { for x in 0..self.width_in_rooms {
let x_offset = x * (self.room_width + 1); let x_offset = x * (self.room_width + 1);
let y_offset = total_height - (y * (self.room_height + 1)) - self.room_height - 2; let y_offset =
total_height - (y * (self.room_height + 1)) - self.room_height - 2;
let room = MRect::new_i32( let room = MRect::new_i32(
x_offset as i32 + 1, x_offset as i32 + 1,
y_offset as i32 + 1, y_offset as i32 + 1,
@ -223,6 +226,7 @@ impl<D: Clone + Default> MapFilter<D> for GridBuilder {
(maze.goal.x as usize) * self.room_width + half_width, (maze.goal.x as usize) * self.room_width + half_width,
(maze.goal.y as usize) * self.room_height + half_height, (maze.goal.y as usize) * self.room_height + half_height,
)); ));
}
map map
} }
} }