clean up
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66
src/level.rs
66
src/level.rs
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@ -1,7 +1,3 @@
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use rand::rngs::ThreadRng;
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pub const LEVEL_WIDTH: usize = 50;
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pub const LEVEL_WIDTH: usize = 50;
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pub const LEVEL_HEIGHT: usize = 25;
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pub const LEVEL_HEIGHT: usize = 25;
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@ -31,72 +27,12 @@ pub struct Level {
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}
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}
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impl Level {
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impl Level {
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const ROOM_WIDTH: usize = 7;
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const ROOM_HEIGHT: usize = 6;
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const ROOMS_VERTICAL: usize = 7;
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const ROOMS_HORIZONTAL: usize = 4;
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fn draw_room(&mut self, rng: &mut ThreadRng, row: usize, col: usize) {
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let width = rng.gen_range(3..6);
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let offset_x = rng.gen_range(0..(Level::ROOM_WIDTH - width));
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let height = rng.gen_range(3..5);
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let offset_y = rng.gen_range(0..(Level::ROOM_HEIGHT - height));
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for r in offset_y..offset_y + height {
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for c in offset_x..offset_x + width {
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self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor;
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}
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}
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}
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fn draw_stair(&mut self, element: LevelElement, row: usize, col: usize) {
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for r in 0..Level::ROOM_HEIGHT - 1 {
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for c in 0..Level::ROOM_WIDTH - 1 {
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self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor;
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}
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}
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self.structure[1 + col * Level::ROOM_WIDTH + 2][1 + row * Level::ROOM_HEIGHT + 2] = element;
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}
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pub fn new() -> Level {
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pub fn new() -> Level {
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let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
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let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
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Level {
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Level {
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structure: s,
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structure: s,
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start_x: 1,
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start_x: 1,
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start_y: 1
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start_y: 1,
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}
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}
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pub fn generate(&mut self, level: usize) {
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let mut rooms: Vec<RoomType> = Vec::with_capacity(Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL);
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if level > 0 {
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rooms.push(RoomType::StairUp);
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}
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if level < 24 {
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rooms.push(RoomType::StairDown);
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}
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let mut rng = rand::thread_rng();
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for _ in rooms.len()..Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL {
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match rng.gen_range(1..=6) {
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1..=3 => { rooms.push(RoomType::EmptyRoom) }
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_ => { rooms.push(RoomType::BasicRoom) }
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}
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}
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rooms.shuffle(&mut rng);
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for (idx, room) in rooms.iter().enumerate() {
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let row = idx / Level::ROOMS_VERTICAL;
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let col = idx % Level::ROOMS_VERTICAL;
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match room {
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RoomType::EmptyRoom => {}
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RoomType::StairUp => {
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self.draw_stair(LevelElement::StairUp, row, col)
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}
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RoomType::StairDown => {
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self.draw_stair(LevelElement::StairDown, row, col)
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}
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RoomType::BasicRoom => {
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self.draw_room(&mut rng, row, col)
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}
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RoomType::Start => {}
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RoomType::End => {}
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};
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}
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}
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}
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}
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pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> {
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pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> {
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@ -1,9 +1,7 @@
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use std::any::Any;
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use rand::prelude::SliceRandom;
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use rand::Rng;
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use crate::level::{Level, LevelElement, RoomType};
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use crate::level::{Level, LevelElement, RoomType};
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use crate::position::Position;
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const ROOMS_VERTICAL: usize = 7;
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const ROOMS_VERTICAL: usize = 7;
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const ROOMS_HORIZONTAL: usize = 4;
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const ROOMS_HORIZONTAL: usize = 4;
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