extract minimal room size as constant
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@ -12,6 +12,12 @@ pub const ROOM_WIDTH: usize = 9;
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/// the height of a room in the grid of rooms (number of characters)
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/// the height of a room in the grid of rooms (number of characters)
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pub const ROOM_HEIGHT: usize = 6;
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pub const ROOM_HEIGHT: usize = 6;
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// the minmal width of a room
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pub const ROOM_MIN_WIDTH: usize = 4;
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// the minmal height of a room
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pub const ROOM_MIN_HEIGHT: usize = 4;
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/// How many levels does the dungeon have?
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/// How many levels does the dungeon have?
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pub const LEVELS: usize = 2;
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pub const LEVELS: usize = 2;
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@ -4,7 +4,7 @@ use std::{
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};
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};
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use crate::{
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use crate::{
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constants::{LEVEL_HEIGHT, LEVEL_WIDTH, ROOM_HEIGHT, ROOM_WIDTH},
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constants::{LEVEL_HEIGHT, LEVEL_WIDTH, ROOM_HEIGHT, ROOM_MIN_HEIGHT, ROOM_MIN_WIDTH, ROOM_WIDTH},
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level::StructureElement,
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level::StructureElement,
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};
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};
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use rand::rngs::ThreadRng;
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use rand::rngs::ThreadRng;
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@ -119,8 +119,8 @@ pub struct Room {
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impl Room {
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impl Room {
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pub fn new(rng: &mut ThreadRng) -> Self {
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pub fn new(rng: &mut ThreadRng) -> Self {
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let width = rng.gen_range(3..ROOM_WIDTH);
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let width = rng.gen_range(ROOM_MIN_WIDTH..ROOM_WIDTH);
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let height = rng.gen_range(3..ROOM_HEIGHT);
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let height = rng.gen_range(ROOM_MIN_HEIGHT..ROOM_HEIGHT);
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let offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
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let offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
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let offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
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let offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
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let sx = offset_x + rng.gen_range(1..width - 1);
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let sx = offset_x + rng.gen_range(1..width - 1);
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