Added maze Fixed #28
This commit is contained in:
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322eca52cf
commit
569d751031
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@ -21,7 +21,7 @@ This library consists of different map filters which can be combined to create c
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* [x] Cull unreachable areas
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* [x] Cull unreachable areas
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* [ ] Diffusion-Limited Aggregation (DLA)
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* [ ] Diffusion-Limited Aggregation (DLA)
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* [x] Drunkard's walk
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* [x] Drunkard's walk
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* [ ] Maze
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* [x] Maze
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* [x] Noise generator
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* [x] Noise generator
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* [ ] Prefabs
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* [ ] Prefabs
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* [x] Room corridors nearest
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* [x] Room corridors nearest
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@ -99,19 +99,32 @@ impl World {
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World::new(width, height, map)
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World::new(width, height, map)
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}
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}
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pub fn new_maze(width: u32, height: u32, seed: u32) -> World {
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World::print_map_info(format!("Maze 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(width as usize, height as usize)
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.with(MazeBuilder::new())
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.with(AreaStartingPosition::new(XStart::LEFT, YStart::TOP))
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.with(DistantExit::new())
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.build_with_rng(&mut rng);
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World::new(width, height, map)
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}
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pub fn new_random(width: u32, height: u32, seed: u32) -> World {
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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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let mut rng = rand::thread_rng();
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let px = rng.gen::<f32>();
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let px = rng.gen::<f32>();
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if px < 0.2 {
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if px < 1.0/6.0 {
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World::new_cellular_automata(width, height, seed)
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World::new_cellular_automata(width, height, seed)
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} else if px < 0.4 {
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} else if px < 2.0/6.0 {
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World::new_simple_rooms(width, height, seed)
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World::new_simple_rooms(width, height, seed)
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} else if px < 0.6 {
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} else if px < 3.0/6.0 {
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World::new_drunkard(width, height, seed)
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World::new_drunkard(width, height, seed)
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} else if px < 0.8 {
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} else if px < 4.0/6.0 {
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World::new_bsp_rooms(width, height, seed)
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} else if px < 5.0/6.0 {
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World::new_bsp_rooms(width, height, seed)
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World::new_bsp_rooms(width, height, seed)
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} else {
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} else {
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World::new_bsp_interior(width, height, seed)
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World::new_maze(width, height, seed)
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}
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}
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}
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}
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@ -41,6 +41,7 @@
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<a class="dropdown-item" id="bsp-rooms-option">BSP 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="bsp-interior-option">BSP Interior</a>
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<a class="dropdown-item" id="bsp-interior-option">BSP Interior</a>
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<a class="dropdown-item" id="drunkard-option">Drunkard Walk</a>
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<a class="dropdown-item" id="drunkard-option">Drunkard Walk</a>
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<a class="dropdown-item" id="maze-option">Maze</a>
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<a class="dropdown-item" id="random-option">Random Generator</a>
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<a class="dropdown-item" id="random-option">Random Generator</a>
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</div>
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</div>
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</li>
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</li>
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@ -60,6 +60,12 @@ function newBspRooms() {
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requestAnimationFrame(renderLoop);
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requestAnimationFrame(renderLoop);
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}
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}
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function newMaze() {
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var seed = Date.now();
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world = World.new_maze(GRID_COLS, GRID_ROWS, get_seed());
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requestAnimationFrame(renderLoop);
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}
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function newRandomGen() {
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function newRandomGen() {
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var seed = Date.now();
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var seed = Date.now();
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world = World.new_random(GRID_COLS, GRID_ROWS, get_seed());
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world = World.new_random(GRID_COLS, GRID_ROWS, get_seed());
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@ -156,4 +162,5 @@ document.getElementById('simple-rooms-option').addEventListener('click', newSimp
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document.getElementById('bsp-rooms-option').addEventListener('click', newBspRooms);
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document.getElementById('bsp-rooms-option').addEventListener('click', newBspRooms);
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document.getElementById('drunkard-option').addEventListener('click', newDrunkard);
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document.getElementById('drunkard-option').addEventListener('click', newDrunkard);
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document.getElementById('bsp-interior-option').addEventListener('click', newBspInterior);
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document.getElementById('bsp-interior-option').addEventListener('click', newBspInterior);
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document.getElementById('maze-option').addEventListener('click', newMaze);
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document.getElementById('random-option').addEventListener('click', newRandomGen);
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document.getElementById('random-option').addEventListener('click', newRandomGen);
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File diff suppressed because one or more lines are too long
2
docs/bootstrap.js
vendored
2
docs/bootstrap.js
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@ -222,7 +222,7 @@
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/******/ promises.push(installedWasmModuleData);
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/******/ promises.push(installedWasmModuleData);
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/******/ else {
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/******/ else {
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/******/ var importObject = wasmImportObjects[wasmModuleId]();
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/******/ var importObject = wasmImportObjects[wasmModuleId]();
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/******/ var req = fetch(__webpack_require__.p + "" + {"../pkg/mapgen_demo_bg.wasm":"3bda724f23e860df0b9c"}[wasmModuleId] + ".module.wasm");
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/******/ var req = fetch(__webpack_require__.p + "" + {"../pkg/mapgen_demo_bg.wasm":"fa6c9d72e1d9a518ed31"}[wasmModuleId] + ".module.wasm");
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/******/ var promise;
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/******/ var promise;
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/******/ if(importObject instanceof Promise && typeof WebAssembly.compileStreaming === 'function') {
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/******/ if(importObject instanceof Promise && typeof WebAssembly.compileStreaming === 'function') {
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/******/ promise = Promise.all([WebAssembly.compileStreaming(req), importObject]).then(function(items) {
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/******/ promise = Promise.all([WebAssembly.compileStreaming(req), importObject]).then(function(items) {
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BIN
docs/fa6c9d72e1d9a518ed31.module.wasm
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BIN
docs/fa6c9d72e1d9a518ed31.module.wasm
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Binary file not shown.
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@ -41,6 +41,7 @@
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<a class="dropdown-item" id="bsp-rooms-option">BSP 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="bsp-interior-option">BSP Interior</a>
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<a class="dropdown-item" id="bsp-interior-option">BSP Interior</a>
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<a class="dropdown-item" id="drunkard-option">Drunkard Walk</a>
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<a class="dropdown-item" id="drunkard-option">Drunkard Walk</a>
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<a class="dropdown-item" id="maze-option">Maze</a>
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<a class="dropdown-item" id="random-option">Random Generator</a>
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<a class="dropdown-item" id="random-option">Random Generator</a>
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</div>
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</div>
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</li>
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</li>
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217
src/filter/maze.rs
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217
src/filter/maze.rs
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@ -0,0 +1,217 @@
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//! Example generator usage:
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//! ```
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//! use rand::prelude::*;
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//! use mapgen::{Map, MapFilter};
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//! use mapgen::filter::MazeBuilder;
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//!
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//! let mut rng = StdRng::seed_from_u64(100);
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//! let gen = MazeBuilder::new();
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//! let map = gen.modify_map(&mut rng, &Map::new(80, 50));
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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 crate::MapFilter;
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use crate::{
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map::{Map, TileType},
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random::Rng
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};
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pub struct MazeBuilder {}
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impl MapFilter for MazeBuilder {
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fn modify_map(&self, rng: &mut StdRng, map: &Map) -> Map {
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self.build(rng, map)
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}
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}
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impl MazeBuilder {
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pub fn new() -> Box<MazeBuilder> {
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Box::new(MazeBuilder{})
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}
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#[allow(clippy::map_entry)]
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fn build(&self, rng: &mut StdRng, map: &Map) -> Map {
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let mut new_map = map.clone();
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let mut maze = Grid::new((map.width as i32/ 2)-2, (map.height as i32/ 2)-2, rng);
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maze.generate_maze(&mut new_map);
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new_map
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}
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}
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/* Maze code taken under MIT from https://github.com/cyucelen/mazeGenerator/ */
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const TOP : usize = 0;
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const RIGHT : usize = 1;
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const BOTTOM : usize = 2;
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const LEFT : usize = 3;
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#[derive(Copy, Clone)]
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struct Cell {
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row: i32,
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column: i32,
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walls: [bool; 4],
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visited: bool,
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}
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impl Cell {
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fn new(row: i32, column: i32) -> Cell {
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Cell{
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row,
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column,
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walls: [true, true, true, true],
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visited: false
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}
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}
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fn remove_walls(&mut self, next : &mut Cell) {
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let x = self.column - next.column;
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let y = self.row - next.row;
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if x == 1 {
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self.walls[LEFT] = false;
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next.walls[RIGHT] = false;
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}
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else if x == -1 {
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self.walls[RIGHT] = false;
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next.walls[LEFT] = false;
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}
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else if y == 1 {
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self.walls[TOP] = false;
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next.walls[BOTTOM] = false;
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}
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else if y == -1 {
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self.walls[BOTTOM] = false;
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next.walls[TOP] = false;
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}
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}
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}
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struct Grid<'a> {
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width: i32,
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height: i32,
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cells: Vec<Cell>,
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backtrace: Vec<usize>,
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current: usize,
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rng : &'a mut StdRng
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}
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impl<'a> Grid<'a> {
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fn new(width: i32, height:i32, rng: &mut StdRng) -> Grid {
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let mut grid = Grid{
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width,
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height,
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cells: Vec::new(),
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backtrace: Vec::new(),
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current: 0,
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rng
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};
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for row in 0..height {
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for column in 0..width {
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grid.cells.push(Cell::new(row, column));
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}
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}
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grid
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}
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fn calculate_index(&self, row: i32, column: i32) -> i32 {
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if row < 0 || column < 0 || column > self.width-1 || row > self.height-1 {
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-1
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} else {
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column + (row * self.width)
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}
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}
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fn get_available_neighbors(&self) -> Vec<usize> {
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let mut neighbors : Vec<usize> = Vec::new();
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let current_row = self.cells[self.current].row;
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let current_column = self.cells[self.current].column;
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let neighbor_indices : [i32; 4] = [
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self.calculate_index(current_row -1, current_column),
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self.calculate_index(current_row, current_column + 1),
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self.calculate_index(current_row + 1, current_column),
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self.calculate_index(current_row, current_column - 1)
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];
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for i in neighbor_indices.iter() {
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if *i != -1 && !self.cells[*i as usize].visited {
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neighbors.push(*i as usize);
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}
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}
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neighbors
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}
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fn find_next_cell(&mut self) -> Option<usize> {
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let neighbors = self.get_available_neighbors();
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if !neighbors.is_empty() {
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if neighbors.len() == 1 {
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return Some(neighbors[0]);
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} else {
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return Some(neighbors[(self.rng.roll_dice(1, neighbors.len())-1) as usize]);
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}
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}
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None
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}
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fn generate_maze(&mut self, map: &mut Map) {
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let mut i = 0;
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loop {
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self.cells[self.current].visited = true;
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let next = self.find_next_cell();
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match next {
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Some(next) => {
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self.cells[next].visited = true;
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self.backtrace.push(self.current);
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// __lower_part__ __higher_part_
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// / \ / \
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// --------cell1------ | cell2-----------
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let (lower_part, higher_part) =
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self.cells.split_at_mut(std::cmp::max(self.current, next));
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let cell1 = &mut lower_part[std::cmp::min(self.current, next)];
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let cell2 = &mut higher_part[0];
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cell1.remove_walls(cell2);
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self.current = next;
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}
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None => {
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if !self.backtrace.is_empty() {
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self.current = self.backtrace[0];
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self.backtrace.remove(0);
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} else {
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break;
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}
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}
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}
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if i % 50 == 0 {
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self.copy_to_map(map);
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}
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i += 1;
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}
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}
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fn copy_to_map(&self, map: &mut Map) {
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// Clear the map
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for i in map.tiles.iter_mut() { *i = TileType::Wall; }
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for cell in self.cells.iter() {
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let x = (cell.column as usize + 1) * 2;
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let y = (cell.row as usize + 1) * 2;
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map.set_tile(x, y, TileType::Floor);
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if !cell.walls[TOP] { map.set_tile(x, y-1, TileType::Floor) }
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if !cell.walls[RIGHT] { map.set_tile(x+1, y, TileType::Floor) }
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if !cell.walls[BOTTOM] { map.set_tile(x, y+1, TileType::Floor) }
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if !cell.walls[LEFT] { map.set_tile(x-1, y, TileType::Floor) }
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}
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}
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}
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@ -7,6 +7,7 @@ pub mod cellular_automata;
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pub mod cull_unreachable;
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pub mod cull_unreachable;
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pub mod distant_exit;
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pub mod distant_exit;
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pub mod drunkard;
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pub mod drunkard;
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pub mod maze;
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pub mod noise_generator;
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pub mod noise_generator;
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pub mod simple_rooms;
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pub mod simple_rooms;
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pub mod rooms_corridors_nearest;
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pub mod rooms_corridors_nearest;
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@ -18,6 +19,7 @@ pub use cellular_automata::CellularAutomata;
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pub use cull_unreachable::CullUnreachable;
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pub use cull_unreachable::CullUnreachable;
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pub use distant_exit::DistantExit;
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pub use distant_exit::DistantExit;
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pub use drunkard::DrunkardsWalk;
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pub use drunkard::DrunkardsWalk;
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pub use maze::MazeBuilder;
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pub use noise_generator::NoiseGenerator;
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pub use noise_generator::NoiseGenerator;
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pub use simple_rooms::SimpleRooms;
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pub use simple_rooms::SimpleRooms;
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pub use rooms_corridors_nearest::NearestCorridors;
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pub use rooms_corridors_nearest::NearestCorridors;
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