Refactor map
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@ -91,7 +91,7 @@ impl<'a> System<'a> for ItemUseSystem {
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healing,
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inflicts_damage,
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_ranged,
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mut map,
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map,
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mut suffer_damage,
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aoe,
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mut confused,
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39
src/main.rs
39
src/main.rs
@ -30,7 +30,7 @@ mod healing_system;
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mod hunger_system;
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mod inventory_system;
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mod map;
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mod map_builders;
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pub mod map_builders;
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mod map_indexing_system;
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mod melee_combat_system;
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mod monster_ai_system;
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@ -84,20 +84,22 @@ impl State {
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}
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// Build a new map and place the player
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let mut map_builder = map_builders::new_random_builder(1);
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let worldmap;
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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*worldmap_resource = map_builders::build_random_map(1);
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map_builder.build_map();
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*worldmap_resource = map_builder.get_map();
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player_start = map_builder.get_starting_position();
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worldmap = worldmap_resource.clone();
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}
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// Spawn bad guys
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room, 1);
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}
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map_builder.spawn_entities(&mut self.ecs);
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// Place the player and update resources
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let (player_x, player_y) = worldmap.rooms[0].center();
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let (player_x, player_y) = (player_start.x, player_start.y);
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let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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@ -165,20 +167,23 @@ impl State {
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.expect("Unable to delete entity")
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}
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let mut map_builder;
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let worldmap;
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let current_depth;
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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current_depth = worldmap_resource.depth;
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*worldmap_resource = map_builders::build_random_map(current_depth + 1);
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map_builder = map_builders::new_random_builder(current_depth + 1);
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map_builder.build_map();
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*worldmap_resource = map_builder.get_map();
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player_start = map_builder.get_starting_position();
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worldmap = worldmap_resource.clone();
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}
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room, current_depth + 1);
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}
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map_builder.spawn_entities(&mut self.ecs);
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let (player_x, player_y) = worldmap.rooms[0].center();
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let (player_x, player_y) = (player_start.x, player_start.y);
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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let mut position_components = self.ecs.write_storage::<Position>();
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@ -513,14 +518,14 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let map = map_builders::build_random_map(1);
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let (player_x, player_y) = map.rooms[0].center();
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let mut map_builder = map_builders::new_random_builder(1);
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map_builder.build_map();
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let player_pos = map_builder.get_starting_position();
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let mut map = map_builder.get_map();
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let (player_x, player_y) = (player_pos.x, player_pos.y);
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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for room in map.rooms.iter().skip(1) {
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spawner::spawn_room(&mut gs.ecs, room, 1);
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}
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map_builder.spawn_entities(&mut gs.ecs);
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gs.ecs.insert(map);
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gs.ecs.insert(Point::new(player_x, player_y));
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@ -1,7 +1,6 @@
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use std::cmp::{max, min};
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use std::collections::HashSet;
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use rltk::{Algorithm2D, BaseMap, FontCharType, Point, RandomNumberGenerator, Rltk, RGB};
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use rltk::{Algorithm2D, BaseMap, FontCharType, Point, RGB, Rltk};
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use serde::{Deserialize, Serialize};
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use specs::prelude::*;
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@ -22,7 +21,6 @@ pub const MAX_MONSTER: i32 = 4;
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#[derive(Default, Serialize, Deserialize, Clone)]
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pub struct Map {
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pub tiles: Vec<TileType>,
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pub rooms: Vec<Rect>,
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pub width: i32,
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pub height: i32,
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pub revealed_tiles: Vec<bool>,
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@ -64,7 +62,6 @@ impl Map {
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pub fn new(new_depth: i32) -> Map {
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Map {
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tiles: vec![TileType::Wall; MAP_COUNT],
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rooms: Vec::new(),
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width: MAP_WIDTH as i32,
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height: MAP_HEIGHT as i32,
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revealed_tiles: vec![false; MAP_COUNT],
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@ -1,13 +1,18 @@
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use specs::World;
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use crate::{Map, Position};
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use crate::map_builders::simple_map::SimpleMapBuilder;
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use crate::Map;
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mod common;
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mod simple_map;
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pub mod common;
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pub mod simple_map;
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trait MapBuilder {
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fn build(new_depth: i32) -> Map;
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pub trait MapBuilder {
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fn build_map(&mut self);
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fn spawn_entities(&mut self, ecs: &mut World);
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fn get_map(&self) -> Map;
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fn get_starting_position(&self) -> Position;
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}
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pub fn build_random_map(new_depth: i32) -> Map {
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SimpleMapBuilder::build(new_depth)
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}
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pub fn new_random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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Box::new(SimpleMapBuilder::new(new_depth))
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}
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@ -1,14 +1,28 @@
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use crate::{Map, Position, spawner, TileType};
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use crate::map_builders::{common, MapBuilder};
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use crate::rect::Rect;
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use crate::{Map, TileType};
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pub struct SimpleMapBuilder {}
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pub struct SimpleMapBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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rooms: Vec<Rect>,
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}
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impl SimpleMapBuilder {
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fn rooms_and_corridors(map: &mut Map) {
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pub fn new(new_depth: i32) -> Self {
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Self {
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starting_position: Position { x: 0, y: 0 },
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map: Map::new(new_depth),
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depth: new_depth,
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rooms: Vec::new(),
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}
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}
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fn rooms_and_corridors(&mut self) {
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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@ -18,44 +32,59 @@ impl SimpleMapBuilder {
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, map.width - w - 1) - 1;
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let y = rng.roll_dice(1, map.height - h - 1) - 1;
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let x = rng.roll_dice(1, self.map.width - w - 1) - 1;
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let y = rng.roll_dice(1, self.map.height - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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for other_room in self.rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false
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};
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}
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if ok {
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common::apply_room_to_map(map, &new_room);
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common::apply_room_to_map(&mut self.map, &new_room);
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if !map.rooms.is_empty() {
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if !self.rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
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let (prev_x, prev_y) = self.rooms[self.rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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common::apply_horizontal_tunnel(map, prev_x, new_x, prev_y);
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common::apply_vertical_tunnel(map, prev_y, new_y, new_x);
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common::apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
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common::apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
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} else {
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common::apply_vertical_tunnel(map, prev_y, new_y, prev_x);
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common::apply_horizontal_tunnel(map, prev_x, new_x, new_y);
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common::apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
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common::apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
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}
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}
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map.rooms.push(new_room);
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self.rooms.push(new_room);
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].center();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStairs;
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let stairs_position = self.rooms[self.rooms.len() - 1].center();
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let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
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self.map.tiles[stairs_idx] = TileType::DownStairs;
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let start_pos = self.rooms[0].center();
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self.starting_position = Position { x: start_pos.0, y: start_pos.1 }
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}
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}
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impl MapBuilder for SimpleMapBuilder {
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fn build(new_depth: i32) -> Map {
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let mut map = Map::new(new_depth);
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SimpleMapBuilder::rooms_and_corridors(&mut map);
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map
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fn build_map(&mut self) {
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self.rooms_and_corridors();
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, self.depth);
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}
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}
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fn get_map(&self) -> Map {
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self.map.clone()
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}
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fn get_starting_position(&self) -> Position {
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self.starting_position.clone()
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}
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}
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@ -37,7 +37,7 @@ impl<'a> System<'a> for TriggerSystem {
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inflicts_damage,
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mut particle_builder,
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mut inflict_damage,
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mut single_activation,
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single_activation,
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) = data;
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let mut remove_entities: Vec<Entity> = Vec::new();
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