clean up
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							| @ -1,7 +1,3 @@ | ||||
| use rand::prelude::SliceRandom; | ||||
| use rand::Rng; | ||||
| use rand::rngs::ThreadRng; | ||||
| 
 | ||||
| pub const LEVEL_WIDTH: usize = 50; | ||||
| pub const LEVEL_HEIGHT: usize = 25; | ||||
| 
 | ||||
| @ -31,72 +27,12 @@ pub struct Level { | ||||
| } | ||||
| 
 | ||||
| impl Level { | ||||
|     const ROOM_WIDTH: usize = 7; | ||||
|     const ROOM_HEIGHT: usize = 6; | ||||
|     const ROOMS_VERTICAL: usize = 7; | ||||
|     const ROOMS_HORIZONTAL: usize = 4; | ||||
| 
 | ||||
|     fn draw_room(&mut self, rng: &mut ThreadRng, row: usize, col: usize) { | ||||
|         let width = rng.gen_range(3..6); | ||||
|         let offset_x = rng.gen_range(0..(Level::ROOM_WIDTH - width)); | ||||
|         let height = rng.gen_range(3..5); | ||||
|         let offset_y = rng.gen_range(0..(Level::ROOM_HEIGHT - height)); | ||||
| 
 | ||||
|         for r in offset_y..offset_y + height { | ||||
|             for c in offset_x..offset_x + width { | ||||
|                 self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor; | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|     fn draw_stair(&mut self, element: LevelElement, row: usize, col: usize) { | ||||
|         for r in 0..Level::ROOM_HEIGHT - 1 { | ||||
|             for c in 0..Level::ROOM_WIDTH - 1 { | ||||
|                 self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor; | ||||
|             } | ||||
|         } | ||||
|         self.structure[1 + col * Level::ROOM_WIDTH + 2][1 + row * Level::ROOM_HEIGHT + 2] = element; | ||||
|     } | ||||
|     pub fn new() -> Level { | ||||
|         let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH]; | ||||
|         Level { | ||||
|             structure: s, | ||||
|             start_x: 1, | ||||
|             start_y: 1 | ||||
|         } | ||||
|     } | ||||
|     pub fn generate(&mut self, level: usize) { | ||||
|         let mut rooms: Vec<RoomType> = Vec::with_capacity(Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL); | ||||
|         if level > 0 { | ||||
|             rooms.push(RoomType::StairUp); | ||||
|         } | ||||
|         if level < 24 { | ||||
|             rooms.push(RoomType::StairDown); | ||||
|         } | ||||
|         let mut rng = rand::thread_rng(); | ||||
|         for _ in rooms.len()..Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL { | ||||
|             match rng.gen_range(1..=6) { | ||||
|                 1..=3 => { rooms.push(RoomType::EmptyRoom) } | ||||
|                 _ => { rooms.push(RoomType::BasicRoom) } | ||||
|             } | ||||
|         } | ||||
|         rooms.shuffle(&mut rng); | ||||
|         for (idx, room) in rooms.iter().enumerate() { | ||||
|             let row = idx / Level::ROOMS_VERTICAL; | ||||
|             let col = idx % Level::ROOMS_VERTICAL; | ||||
|             match room { | ||||
|                 RoomType::EmptyRoom => {} | ||||
|                 RoomType::StairUp => { | ||||
|                     self.draw_stair(LevelElement::StairUp, row, col) | ||||
|                 } | ||||
|                 RoomType::StairDown => { | ||||
|                     self.draw_stair(LevelElement::StairDown, row, col) | ||||
|                 } | ||||
|                 RoomType::BasicRoom => { | ||||
|                     self.draw_room(&mut rng, row, col) | ||||
|                 } | ||||
|                 RoomType::Start => {} | ||||
|                 RoomType::End => {} | ||||
|             }; | ||||
|             start_y: 1, | ||||
|         } | ||||
|     } | ||||
|     pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> { | ||||
|  | ||||
| @ -1,9 +1,7 @@ | ||||
| use std::any::Any; | ||||
| use rand::prelude::SliceRandom; | ||||
| use rand::Rng; | ||||
| 
 | ||||
| use crate::level::{Level, LevelElement, RoomType}; | ||||
| use crate::position::Position; | ||||
| 
 | ||||
| const ROOMS_VERTICAL: usize = 7; | ||||
| const ROOMS_HORIZONTAL: usize = 4; | ||||
|  | ||||
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