232 lines
6.3 KiB
Rust
232 lines
6.3 KiB
Rust
//! Example generator usage:
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//! ```
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//! use rand::prelude::*;
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//! use here_be_dragons::{Map, MapFilter, NoData};
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//! use here_be_dragons::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::<NoData>::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 std::marker::PhantomData;
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use crate::MapFilter;
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use crate::{
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map::{Map, Tile},
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random::Rng,
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};
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use rand::prelude::*;
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pub struct MazeBuilder<D> {
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phantom: PhantomData<D>,
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}
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impl<D: Clone + Default> MapFilter<D> for MazeBuilder<D> {
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fn modify_map(&self, rng: &mut StdRng, map: &Map<D>) -> Map<D> {
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self.build(rng, map)
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}
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}
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impl<D: Clone + Default> MazeBuilder<D> {
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pub fn new() -> Box<MazeBuilder<D>> {
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Box::new(MazeBuilder {
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phantom: PhantomData,
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})
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}
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#[allow(clippy::map_entry)]
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fn build(&self, rng: &mut StdRng, map: &Map<D>) -> Map<D> {
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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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} else if x == -1 {
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self.walls[RIGHT] = false;
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next.walls[LEFT] = false;
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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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} 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, D> {
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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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phantom: PhantomData<D>,
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}
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impl<'a, D: Clone + Default> Grid<'a, D> {
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fn new(width: i32, height: i32, rng: &mut StdRng) -> Grid<D> {
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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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phantom: PhantomData,
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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<D>) {
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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<D>) {
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// Clear the map
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for i in map.tiles.iter_mut() {
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*i = Tile::wall();
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}
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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, Tile::floor());
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if !cell.walls[TOP] {
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map.set_tile(x, y - 1, Tile::floor())
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}
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if !cell.walls[RIGHT] {
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map.set_tile(x + 1, y, Tile::floor())
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}
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if !cell.walls[BOTTOM] {
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map.set_tile(x, y + 1, Tile::floor())
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}
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if !cell.walls[LEFT] {
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map.set_tile(x - 1, y, Tile::floor())
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}
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}
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}
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}
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