Implemented BSP
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36a72c5789
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@ -1,6 +1,6 @@
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[package]
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name = "mapgen"
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version = "0.2.0"
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version = "0.2.1"
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authors = ["Krzysztof Langner <klangner@gmail.com>"]
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description = "Map generator for games (dungeons, worlds etc.)"
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keywords = ["game", "map", "map-generator"]
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@ -13,7 +13,7 @@ Generate procedural maps for games. [Try it in the browser](https://klangner.git
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* Map generators
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* [ ] BSP Interior
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* [ ] BSP Room
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* [x] BSP Rooms
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* [x] Cellular automata
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* [ ] Diffusion-Limited Aggregation (DLA)
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* [ ] Drunkard's walk
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@ -35,7 +35,7 @@ Generate procedural maps for games. [Try it in the browser](https://klangner.git
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Add dependency to your project
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```
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mapgen = "0.1"
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mapgen = "0.2"
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```
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Using single map generator:
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@ -6,6 +6,7 @@ use mapgen::dungeon::{
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map::TileType,
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cellular_automata::CellularAutomataGen,
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simple_rooms::SimpleRoomsGen,
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bsp_rooms::BspRoomsGen,
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starting_point::{AreaStartingPosition, XStart, YStart},
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cull_unreachable::CullUnreachable,
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distant_exit::DistantExit,
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@ -63,12 +64,30 @@ impl World {
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tiles }
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}
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pub fn new_bsp_rooms(width: u32, height: u32, seed: u32) -> World {
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World::print_map_info(format!("BSP Rooms with the seed: {}", seed));
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let mut rng = StdRng::seed_from_u64(seed as u64);
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let map = MapBuilder::new(BspRoomsGen::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())
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.map(|i| if map.tiles[i] == TileType::Floor {Cell::Floor} else {Cell::Wall})
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.collect();
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World {
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width,
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height,
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tiles }
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}
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pub fn new_random(width: u32, height: u32, seed: u32) -> World {
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let mut rng = rand::thread_rng();
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if rng.gen::<f32>() < 0.5 {
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let px = rng.gen::<f32>();
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if px < 0.3333 {
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World::new_cellular_automata(width, height, seed)
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} else {
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} else if px < 0.6666 {
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World::new_simple_rooms(width, height, seed)
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} else {
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World::new_bsp_rooms(width, height, seed)
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}
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}
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@ -37,6 +37,7 @@
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<div class="dropdown-menu" aria-labelledby="navbarDropdown">
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<a class="dropdown-item" id="cellular-automata-option">Cellular Automata</a>
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<a class="dropdown-item" id="simple-rooms-option">Simple Rooms</a>
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<a class="dropdown-item" id="bsp-rooms-option">BSP Rooms</a>
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<a class="dropdown-item" id="random-option">Random Generator</a>
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</div>
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</li>
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@ -32,6 +32,12 @@ function newSimpleRooms() {
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requestAnimationFrame(renderLoop);
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}
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function newBspRooms() {
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var seed = Date.now();
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world = World.new_bsp_rooms(width, height, seed);
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requestAnimationFrame(renderLoop);
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}
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function newRandomGen() {
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var seed = Date.now();
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world = World.new_random(width, height, seed);
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@ -101,4 +107,5 @@ newRandomGen();
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// Connect UI element
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document.getElementById('cellular-automata-option').addEventListener('click', newCellularAutomata);
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document.getElementById('simple-rooms-option').addEventListener('click', newSimpleRooms);
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document.getElementById('bsp-rooms-option').addEventListener('click', newBspRooms);
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document.getElementById('random-option').addEventListener('click', newRandomGen);
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@ -6,8 +6,12 @@ use rand::prelude::*;
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/// Generate random number between start (inclusive) and end (exclusive).
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pub fn random_range(rng: &mut StdRng, start: usize, end: usize) -> usize {
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let max = (end - start) as u32;
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if max == 0 {
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start
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} else {
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((rng.next_u32() % max) + start as u32) as usize
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}
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}
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/// ------------------------------------------------------------------------------------------------
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/// Module unit tests
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138
src/dungeon/bsp_rooms.rs
Normal file
138
src/dungeon/bsp_rooms.rs
Normal file
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//! Random rooms map generator.
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//!
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//! Try to generate rooms of different size to fill the map area.
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//! Rooms will not overlap.
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//!
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//! Example generator usage:
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//! ```
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//! use rand::prelude::*;
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//! use mapgen::dungeon::{
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//! MapGenerator,
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//! bsp_rooms::BspRoomsGen
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//! };
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//!
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//! let mut rng = StdRng::seed_from_u64(100);
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//! let gen = BspRoomsGen::new();
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//! let map = gen.generate_map(80, 50, &mut rng);
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//!
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//! assert_eq!(map.width, 80);
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//! assert_eq!(map.height, 50);
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//! ```
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//!
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use rand::prelude::*;
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use super::MapGenerator;
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use crate::common::geometry::Rect;
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use crate::common::random;
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use super::map::{Map, TileType};
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pub struct BspRoomsGen {
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max_split: usize,
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}
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impl MapGenerator for BspRoomsGen {
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fn generate_map(&self, width: usize, height: usize, rng : &mut StdRng) -> Map {
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self.build_rooms(width, height, rng)
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}
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}
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impl BspRoomsGen {
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pub fn new() -> Box<BspRoomsGen> {
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Box::new(BspRoomsGen {
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max_split: 240,
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})
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}
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fn build_rooms(&self, width: usize, height: usize, rng : &mut StdRng) -> Map {
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let mut map = Map::new(width, height);
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let mut rects: Vec<Rect> = Vec::new();
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// Start with a single map-sized rectangle
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rects.push( Rect::new(2, 2, (width-5) as i32, (height-5) as i32) );
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let first_room = rects[0];
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rects.append(&mut self.split_into_subrects(first_room)); // Divide the first room
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// Up to max_split times, we get a random rectangle and divide it. If its possible to squeeze a
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// room in there, we place it and add it to the rooms list.
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let mut n_rooms = 0;
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while n_rooms < self.max_split {
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let rect = self.get_random_rect(rng, &rects);
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let candidate = self.get_random_sub_rect(rect, rng);
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if self.is_possible(candidate, &map) {
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map.add_room(candidate);
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rects.append(&mut self.split_into_subrects(rect));
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}
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n_rooms += 1;
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}
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map
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}
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fn split_into_subrects(&self, rect: Rect) -> Vec<Rect> {
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let mut rects: Vec<Rect> = Vec::new();
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let width = i32::abs(rect.x1 - rect.x2);
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let height = i32::abs(rect.y1 - rect.y2);
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let half_width = i32::max(width / 2, 1);
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let half_height = i32::max(height / 2, 1);
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rects.push(Rect::new( rect.x1, rect.y1, half_width, half_height ));
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rects.push(Rect::new( rect.x1, rect.y1 + half_height, half_width, half_height ));
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rects.push(Rect::new( rect.x1 + half_width, rect.y1, half_width, half_height ));
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rects.push(Rect::new( rect.x1 + half_width, rect.y1 + half_height, half_width, half_height ));
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rects
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}
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fn get_random_rect(&self, rng : &mut StdRng, rects: &Vec<Rect>) -> Rect {
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if rects.len() == 1 { return rects[0]; }
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let idx = random::random_range(rng, 0, rects.len());
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rects[idx]
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}
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fn get_random_sub_rect(&self, rect: Rect, rng: &mut StdRng) -> Rect {
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let mut result = rect;
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let rect_width = i32::abs(rect.x1 - rect.x2);
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let rect_height = i32::abs(rect.y1 - rect.y2);
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let w = usize::max(3, random::random_range(rng, 1, usize::min(rect_width as usize, 20))) + 1;
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let h = usize::max(3, random::random_range(rng, 1, usize::min(rect_height as usize, 20))) + 1;
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result.x1 += random::random_range(rng, 0, 6) as i32;
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result.y1 += random::random_range(rng, 0, 6) as i32;
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result.x2 = result.x1 + w as i32;
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result.y2 = result.y1 + h as i32;
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result
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}
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fn is_possible(&self, rect: Rect, map: &Map) -> bool {
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let mut expanded = rect;
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expanded.x1 -= 2;
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expanded.x2 += 2;
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expanded.y1 -= 2;
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expanded.y2 += 2;
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let mut can_build = true;
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for r in map.rooms.iter() {
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if r.intersect(&rect) { can_build = false; }
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}
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for y in expanded.y1 ..= expanded.y2 {
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for x in expanded.x1 ..= expanded.x2 {
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if x > map.width as i32 -2 { can_build = false; }
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if y > map.height as i32 -2 { can_build = false; }
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if x < 1 { can_build = false; }
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if y < 1 { can_build = false; }
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if can_build {
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if map.at(x as usize, y as usize) != TileType::Wall {
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can_build = false;
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}
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}
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}
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}
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can_build
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}
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}
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@ -29,6 +29,7 @@
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pub mod map;
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pub mod cellular_automata;
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pub mod cull_unreachable;
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pub mod bsp_rooms;
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pub mod distant_exit;
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pub mod simple_rooms;
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pub mod rooms_corridors_nearest;
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