minimal spanning tree implemented
no disconnected rooms
This commit is contained in:
@@ -1,5 +1,10 @@
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use petgraph::graph::UnGraph;
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use petgraph::graph::Graph;
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use petgraph::data::*;
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use petgraph::algo::min_spanning_tree;
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use rand::rngs::ThreadRng;
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use crate::level::{Level, LevelElement, RoomType};
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@@ -15,9 +20,9 @@ struct Room {
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pub offset_y: usize,
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pub width: usize,
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pub height: usize,
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pub connection_down: bool,
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pub connection_right: bool,
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pub connected: bool,
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// pub connection_down: bool,
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// pub connection_right: bool,
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// pub connected: bool,
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}
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impl Room {
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@@ -28,11 +33,20 @@ impl Room {
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offset_y: 0,
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width: 0,
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height: 0,
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connection_down: false,
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connection_right: false,
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connected: false,
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// connection_down: false,
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// connection_right: false,
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// connected: false,
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}
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}
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/// change the size and position of a room randomly within its bounds
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fn random(&mut self, rng: &mut ThreadRng) {
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let width = rng.gen_range(3..6);
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let height = rng.gen_range(3..5);
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self.width = width;
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self.height = height;
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self.offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
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self.offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
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}
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}
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#[derive(Debug)]
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@@ -42,74 +56,114 @@ pub struct LevelGenerator {
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impl LevelGenerator {
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pub fn generate(level: usize) -> Self {
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let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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if level > 0 {
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room_types.push(RoomType::StairUp);
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} else {
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room_types.push(RoomType::Start);
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}
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if level < 24 {
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room_types.push(RoomType::StairDown);
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} else {
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room_types.push(RoomType::End);
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}
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let mut rng = rand::thread_rng();
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for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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match rng.gen_range(1..=6) {
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1..=3 => { room_types.push(RoomType::EmptyRoom) }
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_ => { room_types.push(RoomType::BasicRoom) }
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}
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}
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room_types.shuffle(&mut rng);
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let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
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for r in 0..ROOMS_VERTICAL {
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for c in 0..ROOMS_HORIZONTAL {
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rooms[r][c].kind = room_types.pop().unwrap();
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if rooms[r][c].kind != RoomType::EmptyRoom {
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let width = rng.gen_range(3..6);
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let height = rng.gen_range(3..5);
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rooms[r][c].width = width;
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rooms[r][c].height = height;
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rooms[r][c].offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
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rooms[r][c].offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
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let mut graph = UnGraph::<(usize, usize), u16>::default();
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// trick the room_connectable function into failing on the first iteration
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rooms[0][0].kind = RoomType::BasicRoom;
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while !LevelGenerator::rooms_connectable(&rooms) {
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let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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// level 0 contains a start room, all others contain a stair up
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if level == 0 {
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room_types.push(RoomType::Start);
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} else {
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room_types.push(RoomType::StairUp);
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}
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// level 24 (the last) contains an end room, all others a stair down
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if level == 24 {
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room_types.push(RoomType::End);
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} else {
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room_types.push(RoomType::StairDown);
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}
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// generate a random set of rooms and shuffle them
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for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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match rng.gen_range(1..=6) {
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// TODO tune room type distribution
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1..=3 => { room_types.push(RoomType::EmptyRoom) }
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_ => { room_types.push(RoomType::BasicRoom) }
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}
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if r == ROOMS_HORIZONTAL - 1 || c == ROOMS_HORIZONTAL - 1 {
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continue;
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}
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match rng.gen_range(0..3) {
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0 => { rooms[r][c].connection_down = true }
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1 => { rooms[r][c].connection_right = true }
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2 => {
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rooms[r][c].connection_down = true;
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rooms[r][c].connection_down = true
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}
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room_types.shuffle(&mut rng);
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graph.clear();
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// place the rooms in the array an add nodes to the graph for every non empty room
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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rooms[c][r].kind = room_types.pop().unwrap();
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if rooms[c][r].kind != RoomType::EmptyRoom {
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rooms[c][r].random(&mut rng);
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graph.add_node((c, r));
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}
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_ => {}
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}
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}
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}
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let mut unconnected_rooms = 0;//ROOMS_HORIZONTAL * ROOMS_VERTICAL - 1;
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rooms[0][0].connected = true;
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for r in 0..ROOMS_VERTICAL {
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for c in 0..ROOMS_HORIZONTAL {
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if !rooms[r][c].connected {
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// add edges to the graph connecting each room to all of its neighbours (max 4 of them)
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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if rooms[c][r].kind == RoomType::EmptyRoom {
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continue;
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}
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if rooms[r][c].connection_right {
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rooms[r][c + 1].connected = true;
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let src_index = graph.node_indices().find(|i| graph[*i] == (c, r)).unwrap();
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for r_1 in r + 1..ROOMS_HORIZONTAL {
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if rooms[c][r_1].kind != RoomType::EmptyRoom {
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let tgt_index = graph.node_indices().find(|i| graph[*i] == (c, r_1)).unwrap();
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// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
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}
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}
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if rooms[r][c].connection_down {
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rooms[r + 1][c].connected = true;
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for c_1 in c + 1..ROOMS_VERTICAL {
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if rooms[c_1][r].kind != RoomType::EmptyRoom {
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let tgt_index = graph.node_indices().find(|i| graph[*i] == (c_1, r)).unwrap();
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// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
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}
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}
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}
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}
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println!("Unconnected: {}", unconnected_rooms);
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// calculate a minimum spanning tree
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let mst: Graph<(usize, usize), u16, petgraph::Undirected> = Graph::from_elements(min_spanning_tree(&graph));
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for edge in mst.raw_edges() {
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let src = mst[edge.source()];
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let tgt = mst[edge.target()];
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println!("{:?} {:?}", src, tgt);
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}
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// println!("Level {}\n{}", level, Dot::new(&mst));
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LevelGenerator {
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rooms
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}
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}
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/// Verifies that for a given matrix of rooms each room has at least one other room in the
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/// same row or column.
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fn rooms_connectable(rooms: &[[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL]) -> bool {
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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if rooms[c][r].kind != RoomType::EmptyRoom {
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let mut connected = 0;
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for c1 in 0..ROOMS_VERTICAL {
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if rooms[c1][r].kind != RoomType::EmptyRoom {
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connected += 1;
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}
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}
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for r1 in 0..ROOMS_HORIZONTAL {
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if rooms[c][r1].kind != RoomType::EmptyRoom {
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connected += 1;
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}
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}
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if connected <= 2 {
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return false;
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}
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}
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}
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}
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return true;
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}
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pub fn render(&self) -> Level {
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let mut rng = rand::thread_rng();
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let mut s = [[LevelElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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