more work on level generators
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@@ -19,7 +19,7 @@ pub const ROOM_MIN_WIDTH: usize = 4;
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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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pub const LEVELS: usize = 2;
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pub const LEVELS: usize = 4;
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/// length of a game frame in ms
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pub const FRAME_LENGTH: u64 = 100;
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@@ -46,6 +46,12 @@ pub fn get_monsters_per_level() -> Vec<HashMap<MonsterTypes, std::ops::RangeIncl
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(MonsterTypes::Skeleton, 33),
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(MonsterTypes::Snake, 33),
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],
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// level 4
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vec![
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(MonsterTypes::Orc, 34),
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(MonsterTypes::Skeleton, 33),
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(MonsterTypes::Snake, 33),
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],
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];
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if tmp.len() < LEVELS {
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panic!(
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@@ -79,8 +85,8 @@ pub fn get_room_type_per_level() -> Vec<HashMap<RoomType, std::ops::RangeInclusi
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// level 1
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vec![
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(RoomType::EmptyRoom, 50),
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(RoomType::ArtifactRoom, 25),
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(RoomType::MonsterRoom, 5),
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(RoomType::ArtifactRoom, 10),
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(RoomType::MonsterRoom, 20),
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(RoomType::BasicRoom, 20),
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],
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// level 2
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@@ -91,7 +97,17 @@ pub fn get_room_type_per_level() -> Vec<HashMap<RoomType, std::ops::RangeInclusi
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(RoomType::ArtifactRoom, 13),
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],
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// level 3
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vec![(RoomType::EmptyRoom, 50), (RoomType::MonsterRoom, 50)],
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vec![
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(RoomType::EmptyRoom, 50),
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(RoomType::BasicRoom, 25),
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(RoomType::MonsterRoom, 25),
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],
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// level 4
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vec![
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(RoomType::BasicRoom, 33),
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(RoomType::MonsterRoom, 33),
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(RoomType::ArtifactRoom, 34),
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],
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];
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if tmp.len() < LEVELS {
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panic!(
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