work on level generation including tests
This commit is contained in:
parent
c429784775
commit
50d98bfb4d
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@ -0,0 +1,5 @@
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```
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RUSTFLAGS="-Cinstrument-coverage" cargo clean
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RUSTFLAGS="-Cinstrument-coverage" cargo test
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grcov . --binary-path ./target/debug/deps/ -s . -t html --branch --ignore-not-existing --ignore '../*' --ignore "/*" -o target/coverage/html
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```
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@ -4,7 +4,7 @@ use crate::{monster::MonsterTypes, room::RoomType};
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/// the number of rooms in vertical direction
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pub const ROOMS_HORIZONAL: usize = 8;
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pub const ROOMS_HORIZONTAL: usize = 8;
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/// the number of rooms in horizontal direction
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pub const ROOMS_VERTICAL: usize = 7;
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@ -25,7 +25,7 @@ pub const MIN_WIDTH: u16 = 120;
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pub const MIN_HEIGHT: u16 = LEVEL_HEIGHT as u16;
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/// the calculated width of a level
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pub const LEVEL_WIDTH: usize = 1 + ROOMS_HORIZONAL * ROOM_WIDTH;
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pub const LEVEL_WIDTH: usize = 1 + ROOMS_HORIZONTAL * ROOM_WIDTH;
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/// the calculated height of a level
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pub const LEVEL_HEIGHT: usize = 1 + ROOMS_VERTICAL * ROOM_HEIGHT;
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@ -18,7 +18,7 @@ use crate::position::Position;
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use crate::room::Connection;
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use crate::{
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constants::{
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get_room_type_per_level, LEVEL_HEIGHT, LEVEL_WIDTH, ROOMS_HORIZONAL, ROOMS_VERTICAL,
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get_room_type_per_level, LEVEL_HEIGHT, LEVEL_WIDTH, ROOMS_HORIZONTAL, ROOMS_VERTICAL,
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},
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level::{Level, StructureElement},
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room::{Room, RoomType},
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@ -26,7 +26,7 @@ use crate::{
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pub struct LevelGenerator {
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level: usize,
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rooms: [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONAL],
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rooms: [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL],
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rng: ThreadRng,
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}
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enum Direction {
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@ -35,48 +35,56 @@ enum Direction {
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}
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impl LevelGenerator {
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pub fn generate(level: usize, first: bool, last: bool) -> Self {
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let mut rng = rand::thread_rng();
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let mut rooms = [[Room::new(&mut rng); ROOMS_VERTICAL]; ROOMS_HORIZONAL];
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pub fn generate_rooms_to_place(
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rng: &mut ThreadRng,
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level: usize,
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first: bool,
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last: bool,
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) -> Vec<Room> {
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let mut rooms_to_place: Vec<Room> = Vec::with_capacity(ROOMS_VERTICAL * ROOMS_HORIZONTAL);
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/*
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Fill grid with unconnected rooms
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*/
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let mut rooms_to_place: Vec<Room> = Vec::with_capacity(ROOMS_VERTICAL * ROOMS_HORIZONAL);
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let mut start_room = Room::new(&mut rng);
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let mut start_room = Room::new(rng);
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if first {
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start_room.kind = RoomType::Start;
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} else {
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start_room.kind = RoomType::StairUp;
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}
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rooms_to_place.push(start_room);
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let mut end_room = Room::new(&mut rng);
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for _ in 2..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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let mut room = Room::new(rng);
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room.kind = LevelGenerator::select_room_type(level, rng);
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if room.kind != RoomType::EmptyRoom {
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rooms_to_place.push(room);
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}
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}
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let mut end_room = Room::new(rng);
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if last {
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end_room.kind = RoomType::End;
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} else {
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end_room.kind = RoomType::StairDown;
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}
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rooms_to_place.push(end_room);
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for _ in 2..ROOMS_HORIZONAL * ROOMS_VERTICAL {
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let mut room = Room::new(&mut rng);
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room.kind = LevelGenerator::select_room_type(level, &mut rng);
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if room.kind != RoomType::EmptyRoom {
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rooms_to_place.push(room);
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rooms_to_place
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}
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}
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let mut room_row = rng.gen_range(1..ROOMS_VERTICAL);
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let mut room_col = rng.gen_range(1..ROOMS_HORIZONAL);
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pub fn place_rooms(
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rng: &mut ThreadRng,
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rooms_to_place: &mut Vec<Room>,
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) -> [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL] {
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let mut rooms: [[Room; 7]; 8] = [[Room::new(rng); ROOMS_VERTICAL]; ROOMS_HORIZONTAL];
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let mut room_row = rng.gen_range(0..ROOMS_VERTICAL);
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let mut room_col = rng.gen_range(0..ROOMS_HORIZONTAL);
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rooms[room_col][room_row] = rooms_to_place.pop().unwrap();
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while let Some(room) = rooms_to_place.pop() {
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let mut placed = false;
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// randomize going horizontal or vertical
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let mut directions_to_try = vec![Direction::Horizontal, Direction::Vertical];
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directions_to_try.shuffle(&mut rng);
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directions_to_try.shuffle(rng);
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while !directions_to_try.is_empty() {
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match directions_to_try.pop().unwrap() {
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Direction::Horizontal => {
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let mut free_cols: Vec<usize> = vec![];
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for col in 0..ROOMS_HORIZONAL {
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for col in 0..ROOMS_HORIZONTAL {
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if rooms[col][room_row].kind == RoomType::EmptyRoom {
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free_cols.push(col);
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}
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@ -84,9 +92,10 @@ impl LevelGenerator {
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if free_cols.is_empty() {
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continue;
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}
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free_cols.shuffle(&mut rng);
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free_cols.shuffle(rng);
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room_col = *free_cols.first().unwrap();
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rooms[room_col][room_row] = room;
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placed = true;
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break;
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}
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Direction::Vertical => {
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@ -99,54 +108,50 @@ impl LevelGenerator {
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if free_rows.is_empty() {
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continue;
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}
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free_rows.shuffle(&mut rng);
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free_rows.shuffle(rng);
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room_row = *free_rows.first().unwrap();
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rooms[room_col][room_row] = room;
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placed = true;
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break;
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}
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}
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}
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// all fields in the row/column was full so we can place it at any empty position
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if !placed {
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let mut free_pos: Vec<(usize, usize)> = vec![];
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for col in 0..ROOMS_HORIZONTAL {
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for row in 0..ROOMS_VERTICAL {
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if rooms[col][row].kind == RoomType::EmptyRoom {
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free_pos.push((col, row));
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}
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}
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}
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let selected_pos = free_pos[rng.gen_range(0..free_pos.len())];
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rooms[selected_pos.0][selected_pos.1] = room;
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}
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}
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rooms
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}
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// debug print a text view of the dungeon
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println!(" 0 1 2 3 4 5 6 7");
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for r in 0..ROOMS_VERTICAL {
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print!("{} ", r);
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for c in 0..ROOMS_HORIZONAL {
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match rooms[c][r].kind {
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RoomType::Start => print!("S "),
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RoomType::End => print!("E "),
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RoomType::StairUp => print!("< "),
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RoomType::StairDown => print!("> "),
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RoomType::BasicRoom => print!("B "),
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RoomType::ArtifactRoom => print!("A "),
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RoomType::MonsterRoom => print!("M "),
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RoomType::EmptyRoom => print!(" "),
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};
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}
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println!();
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}
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/*
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Construct a graph from the unconnected rooms and make a minum spanning tree of it
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*/
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pub fn create_mst(
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rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL],
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) -> Graph<(usize, usize), u16, petgraph::Undirected> {
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let mut graph = UnGraph::<(usize, usize), u16>::default();
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// collect nodes
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for col in 0..ROOMS_HORIZONAL {
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for col in 0..ROOMS_HORIZONTAL {
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for row in 0..ROOMS_VERTICAL {
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if rooms[col][row].kind != RoomType::EmptyRoom {
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graph.add_node((col, row));
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}
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}
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}
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// collect edges between nodes, each right and down till we find the next room
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for col in 0..ROOMS_HORIZONAL {
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for col in 0..ROOMS_HORIZONTAL {
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for row in 0..ROOMS_VERTICAL {
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if rooms[col][row].kind == RoomType::EmptyRoom {
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continue;
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}
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if let Some(src_index) = graph.node_indices().find(|i| graph[*i] == (col, row)) {
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for col_1 in col + 1..ROOMS_HORIZONAL {
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for col_1 in col + 1..ROOMS_HORIZONTAL {
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if rooms[col_1][row].kind != RoomType::EmptyRoom {
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if let Some(tgt_index) =
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graph.node_indices().find(|i| graph[*i] == (col_1, row))
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}
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}
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}
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let mst: Graph<(usize, usize), u16, petgraph::Undirected> =
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Graph::from_elements(min_spanning_tree(&graph));
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Graph::from_elements(min_spanning_tree(&graph))
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// graph
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}
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pub fn generate(level: usize, first: bool, last: bool) -> Self {
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let mut rng = rand::thread_rng();
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/*
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Fill grid with unconnected rooms
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*/
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let mut rooms_to_place: Vec<Room> =
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LevelGenerator::generate_rooms_to_place(&mut rng, level, first, last);
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let mut rooms: [[Room; 7]; 8] = LevelGenerator::place_rooms(&mut rng, &mut rooms_to_place);
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// debug print a text view of the dungeon
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println!(" 0 1 2 3 4 5 6 7");
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for r in 0..ROOMS_VERTICAL {
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print!("{} ", r);
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for c in 0..ROOMS_HORIZONTAL {
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match rooms[c][r].kind {
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RoomType::Start => print!("S "),
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RoomType::End => print!("E "),
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RoomType::StairUp => print!("< "),
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RoomType::StairDown => print!("> "),
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RoomType::BasicRoom => print!("_ "),
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RoomType::ArtifactRoom => print!("A "),
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RoomType::MonsterRoom => print!("M "),
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RoomType::EmptyRoom => print!(" "),
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};
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}
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println!();
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}
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/*
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Construct a graph from the unconnected rooms and make a minum spanning tree of it
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*/
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let mst: Graph<(usize, usize), u16, petgraph::Undirected> =LevelGenerator::create_mst(&rooms);
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for edge in mst.raw_edges() {
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// the tuples are (col, row)
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let (src_node_col, src_node_row) = mst[edge.source()];
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@ -200,11 +243,7 @@ impl LevelGenerator {
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}
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}
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LevelGenerator {
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level,
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rooms,
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rng,
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}
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LevelGenerator { level, rooms, rng }
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}
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fn select_monster(position: Position, rng: &mut ThreadRng) -> Box<dyn Monster> {
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@ -242,39 +281,41 @@ impl LevelGenerator {
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let mut end_pos = (0, 0);
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let mut monsters: Vec<Box<dyn Monster>> = Vec::with_capacity(10);
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let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
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for col in 0..ROOMS_HORIZONAL {
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for col in 0..ROOMS_HORIZONTAL {
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for row in 0..ROOMS_VERTICAL {
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let room = self.rooms[col][row];
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let position = room.render(&mut structure, col, row);
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match room.kind {
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RoomType::Start => {start_pos=position},
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RoomType::End => {end_pos=position},
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RoomType::StairUp => {start_pos=position},
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RoomType::StairDown => {end_pos=position},
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RoomType::BasicRoom => {},
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RoomType::Start => start_pos = position,
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RoomType::End => end_pos = position,
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RoomType::StairUp => start_pos = position,
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RoomType::StairDown => end_pos = position,
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RoomType::BasicRoom => {}
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RoomType::ArtifactRoom => {
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match self.rng.gen_range(1..=100) {
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1..=50 => {
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artifacts
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.push(Box::new(Chest::new(Position::new(self.level, position.0, position.1))));
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artifacts.push(Box::new(Chest::new(Position::new(
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self.level, position.0, position.1,
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))));
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}
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_ => {
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artifacts
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.push(Box::new(Potion::new(Position::new(self.level, position.0, position.1))));
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artifacts.push(Box::new(Potion::new(Position::new(
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self.level, position.0, position.1,
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))));
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}
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};
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},
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}
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RoomType::MonsterRoom => {
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monsters.push(LevelGenerator::select_monster(
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Position::new(self.level, position.0, position.1),
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&mut self.rng,
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));
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},
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RoomType::EmptyRoom => {},
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}
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RoomType::EmptyRoom => {}
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}
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}
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}
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for col in 0..ROOMS_HORIZONAL {
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for col in 0..ROOMS_HORIZONTAL {
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for row in 0..ROOMS_VERTICAL {
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if let Some(connection) = self.rooms[col][row].connection_down {
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// println!("down");
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@ -299,17 +340,201 @@ impl LevelGenerator {
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}
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}
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// #[test]
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// fn test_level_gen() {
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// for _ in 0..1000 {
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// LevelGenerator::generate(0, true, false).render();
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// }
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// }
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// #[test]
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// fn test_level_gen_respects_level() {
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// let level = LevelGenerator::generate(0, true, false).render();
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// assert_eq!(0, level.level);
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// let level = LevelGenerator::generate(1, true, false).render();
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// assert_eq!(1, level.level);
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// }
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#[cfg(test)]
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fn find_room_types(rooms: &Vec<Room>) -> (bool, bool, bool, bool) {
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let mut start_found = false;
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let mut end_found: bool = false;
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let mut down_found: bool = false;
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let mut up_found: bool = false;
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for room in rooms {
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if room.kind == RoomType::Start {
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start_found = true;
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}
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if room.kind == RoomType::End {
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end_found = true;
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}
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if room.kind == RoomType::StairDown {
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down_found = true;
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}
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if room.kind == RoomType::StairUp {
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up_found = true;
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}
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}
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(start_found, up_found, down_found, end_found)
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}
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#[test]
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fn test_level_gen() {
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for _ in 0..1000 {
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LevelGenerator::generate(0, true, false).render();
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fn test_rooms_to_place_first_level() {
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let mut rng = rand::thread_rng();
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let res = LevelGenerator::generate_rooms_to_place(&mut rng, 0, true, false);
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assert!(
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res.len() <= ROOMS_HORIZONTAL * ROOMS_VERTICAL,
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"too many rooms created"
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);
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assert!(0 < res.len(), "too many rooms created");
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let (start_found, up_found, down_found, end_found) = find_room_types(&res);
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assert!(start_found);
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assert!(!end_found);
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assert!(down_found);
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assert!(!up_found);
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}
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#[test]
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fn test_rooms_to_place_middle_level() {
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let mut rng = rand::thread_rng();
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let res = LevelGenerator::generate_rooms_to_place(&mut rng, 1, false, false);
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assert!(
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res.len() <= ROOMS_HORIZONTAL * ROOMS_VERTICAL,
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"too many rooms created"
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);
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assert!(0 < res.len(), "too many rooms created");
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let (start_found, up_found, down_found, end_found) = find_room_types(&res);
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assert!(!start_found);
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assert!(!end_found);
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assert!(down_found);
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assert!(up_found);
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}
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#[test]
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fn test_rooms_to_place_last_level() {
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let mut rng = rand::thread_rng();
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let res = LevelGenerator::generate_rooms_to_place(&mut rng, 2, false, true);
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assert!(
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res.len() <= ROOMS_HORIZONTAL * ROOMS_VERTICAL,
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"too many rooms created"
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);
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assert!(0 < res.len(), "too many rooms created");
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let (start_found, up_found, down_found, end_found) = find_room_types(&res);
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assert!(!start_found);
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assert!(end_found);
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assert!(!down_found);
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assert!(up_found);
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}
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#[cfg(test)]
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fn check_valid_placement(rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL]) -> bool {
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for col in 0..ROOMS_HORIZONTAL {
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for row in 0..ROOMS_VERTICAL {
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if rooms[col][row].kind != RoomType::EmptyRoom {
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let mut count = 0;
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for test_col in 0..ROOMS_HORIZONTAL {
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if rooms[test_col][row].kind != RoomType::EmptyRoom {
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count += 1;
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}
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}
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for test_row in 0..ROOMS_VERTICAL {
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if rooms[col][test_row].kind != RoomType::EmptyRoom {
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count += 1;
|
||||
}
|
||||
}
|
||||
if count < 3 {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
true
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
fn count_rooms(rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL]) -> usize {
|
||||
let mut res = 0;
|
||||
for col in 0..ROOMS_HORIZONTAL {
|
||||
for row in 0..ROOMS_VERTICAL {
|
||||
if rooms[col][row].kind != RoomType::EmptyRoom {
|
||||
res += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
res
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_place_rooms() {
|
||||
let mut rng = rand::thread_rng();
|
||||
for count in 2..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
|
||||
let mut rooms: Vec<Room> = vec![Room::new(&mut rng), Room::new(&mut rng)];
|
||||
rooms[0].kind = RoomType::Start;
|
||||
rooms[1].kind = RoomType::End;
|
||||
for t in 2..count {
|
||||
rooms.push(Room::new(&mut rng));
|
||||
rooms[t].kind = RoomType::BasicRoom;
|
||||
}
|
||||
let res = LevelGenerator::place_rooms(&mut rng, &mut rooms);
|
||||
|
||||
assert_eq!(count_rooms(&res), count, "counting {}", count);
|
||||
assert!(check_valid_placement(&res));
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_level_gen_respects_level() {
|
||||
let level = LevelGenerator::generate(0, true, false).render();
|
||||
assert_eq!(0, level.level);
|
||||
let level = LevelGenerator::generate(1, true, false).render();
|
||||
assert_eq!(1, level.level);
|
||||
fn test_create_mst() {
|
||||
let mut rng = rand::thread_rng();
|
||||
let mut rooms = [[Room::new(&mut rng); ROOMS_VERTICAL]; ROOMS_HORIZONTAL];
|
||||
let res = LevelGenerator::create_mst(&rooms);
|
||||
assert_eq!(res.node_count(), 0);
|
||||
assert_eq!(res.edge_count(), 0);
|
||||
|
||||
rooms[1][1].kind = RoomType::BasicRoom;
|
||||
let res = LevelGenerator::create_mst(&rooms);
|
||||
assert_eq!(res.node_count(), 1);
|
||||
assert_eq!(res.edge_count(), 0);
|
||||
|
||||
rooms[1][3].kind = RoomType::BasicRoom;
|
||||
let res = LevelGenerator::create_mst(&rooms);
|
||||
assert_eq!(res.node_count(), 2);
|
||||
assert_eq!(res.edge_count(), 1);
|
||||
|
||||
rooms[3][1].kind = RoomType::BasicRoom;
|
||||
let res = LevelGenerator::create_mst(&rooms);
|
||||
assert_eq!(res.node_count(), 3);
|
||||
assert_eq!(res.edge_count(), 2);
|
||||
|
||||
rooms[3][3].kind = RoomType::BasicRoom;
|
||||
let res = LevelGenerator::create_mst(&rooms);
|
||||
assert_eq!(res.node_count(), 4);
|
||||
assert_eq!(res.edge_count(), 3);
|
||||
|
||||
rooms[3][5].kind = RoomType::BasicRoom;
|
||||
let res = LevelGenerator::create_mst(&rooms);
|
||||
assert_eq!(res.node_count(), 5);
|
||||
assert_eq!(res.edge_count(), 4);
|
||||
}
|
||||
|
||||
/*
|
||||
println!(" 0 1 2 3 4 5 6 7");
|
||||
for r in 0..ROOMS_VERTICAL {
|
||||
print!("{} ", r);
|
||||
for c in 0..ROOMS_HORIZONTAL {
|
||||
match res[c][r].kind {
|
||||
RoomType::Start => print!("S "),
|
||||
RoomType::End => print!("E "),
|
||||
RoomType::StairUp => print!("< "),
|
||||
RoomType::StairDown => print!("> "),
|
||||
RoomType::BasicRoom => print!("_ "),
|
||||
RoomType::ArtifactRoom => print!("A "),
|
||||
RoomType::MonsterRoom => print!("M "),
|
||||
RoomType::EmptyRoom => print!(" "),
|
||||
};
|
||||
}
|
||||
println!();
|
||||
}
|
||||
println!();
|
||||
*/
|
||||
|
|
Loading…
Reference in New Issue