here_be_dragons/demo/src/lib.rs

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use wasm_bindgen::prelude::*;
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use rand::prelude::*;
use mapgen::dungeon::{
MapBuilder,
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map::TileType,
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cellular_automata::CellularAutomataGen,
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random_rooms::RandomRoomsGen,
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starting_point::{AreaStartingPosition, XStart, YStart},
cull_unreachable::CullUnreachable,
distant_exit::DistantExit,
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rooms_corridors_nearest::NearestCorridors,
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};
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#[wasm_bindgen]
#[repr(u8)]
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Cell {
Floor = 0,
Wall = 1,
}
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#[wasm_bindgen]
pub struct World {
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width: u32,
height: u32,
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tiles: Vec<Cell>,
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}
#[wasm_bindgen]
impl World {
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pub fn new_cellular_automata(width: u32, height: u32, seed: u32) -> World {
let mut rng = StdRng::seed_from_u64(seed as u64);
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let map = MapBuilder::new(CellularAutomataGen::new())
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.with(AreaStartingPosition::new(XStart::CENTER, YStart::CENTER))
.with(CullUnreachable::new())
.with(DistantExit::new())
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.build_map_with_rng(width as usize, height as usize, &mut rng);
let tiles = (0..map.tiles.len())
.map(|i| if map.tiles[i] == TileType::Floor {Cell::Floor} else {Cell::Wall})
.collect();
World {
width,
height,
tiles }
}
pub fn new_random_rooms(width: u32, height: u32, seed: u32) -> World {
let mut rng = StdRng::seed_from_u64(seed as u64);
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let map = MapBuilder::new(RandomRoomsGen::new())
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.with(NearestCorridors::new())
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.build_map_with_rng(width as usize, height as usize, &mut rng);
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let tiles = (0..map.tiles.len())
.map(|i| if map.tiles[i] == TileType::Floor {Cell::Floor} else {Cell::Wall})
.collect();
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World {
width,
height,
tiles }
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}
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pub fn width(&self) -> u32 {
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self.width
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}
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pub fn height(&self) -> u32 {
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self.height
}
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pub fn tiles(&self) -> *const Cell {
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self.tiles.as_ptr()
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}
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}