work on level generator
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7f288dbcd1
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@ -73,7 +73,8 @@ pub fn get_room_type_per_level() -> Vec<HashMap<RoomType, std::ops::RangeInclusi
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let tmp = [
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// level 1
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vec![
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(RoomType::EmptyRoom, 75),
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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::BasicRoom, 20),
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],
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@ -57,6 +57,7 @@ impl Level {
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return (None, None, None);
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}
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if !self.discovered[x][y] {
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#[cfg(test)]
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return (Some(StructureElement::Unknown), None, None);
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}
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let search_pos = &Position::new(self.level, x, y);
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@ -2,15 +2,19 @@ use petgraph::algo::min_spanning_tree;
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use petgraph::data::*;
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use petgraph::graph::Graph;
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use petgraph::graph::UnGraph;
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use std::cmp::max;
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use std::cmp::min;
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use std::ops::Range;
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use rand::Rng;
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use rand::{rngs::ThreadRng, seq::SliceRandom};
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use crate::artifacts::Artifact;
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use crate::artifacts::Chest;
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use crate::artifacts::Potion;
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use crate::constants::get_monsters_per_level;
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use crate::constants::ROOM_HEIGHT;
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use crate::constants::ROOM_WIDTH;
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use crate::monster::create_monster_by_type;
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use crate::monster::Monster;
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use crate::position::Position;
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use crate::room::Connection;
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use crate::{
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constants::{
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@ -23,6 +27,7 @@ use crate::{
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pub struct LevelGenerator {
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level: usize,
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rooms: [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONAL],
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rng: ThreadRng,
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}
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enum Direction {
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Horizontal,
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@ -103,7 +108,7 @@ impl LevelGenerator {
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}
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}
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// debug print a text view of the dungeon
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println!(" 0 1 2 3 4 5 6 7");
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for r in 0..ROOMS_VERTICAL {
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print!("{} ", r);
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@ -195,7 +200,26 @@ impl LevelGenerator {
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}
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}
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LevelGenerator { level, rooms }
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LevelGenerator {
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level,
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rooms,
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rng,
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}
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}
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fn select_monster(position: Position, rng: &mut ThreadRng) -> Box<dyn Monster> {
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let level = position.get_level();
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let value = rng.gen_range(1..=100);
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let t = get_monsters_per_level();
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if level < t.len() {
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for (mtype, range) in &t[level] {
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if range.contains(&value) {
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return create_monster_by_type(mtype, position);
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}
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}
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}
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panic!("no monster selectable!");
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}
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fn select_room_type(level: usize, rng: &mut ThreadRng) -> RoomType {
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@ -216,18 +240,37 @@ impl LevelGenerator {
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let mut structure = [[StructureElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
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let mut start_pos = (0, 0);
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let mut end_pos = (0, 0);
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let mut monsters: Vec<Box<dyn Monster>> = Vec::with_capacity(10);
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let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
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for col in 0..ROOMS_HORIZONAL {
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for row in 0..ROOMS_VERTICAL {
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let position = self.rooms[col][row].render(&mut structure, col, row);
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if self.rooms[col][row].kind == RoomType::Start
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|| self.rooms[col][row].kind == RoomType::StairUp
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{
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start_pos = position;
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let room = self.rooms[col][row];
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let position = room.render(&mut structure, col, row);
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match room.kind {
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RoomType::Start => {start_pos=position},
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RoomType::End => {end_pos=position},
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RoomType::StairUp => {start_pos=position},
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RoomType::StairDown => {end_pos=position},
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RoomType::BasicRoom => {},
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RoomType::ArtifactRoom => {
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match self.rng.gen_range(1..=100) {
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1..=50 => {
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artifacts
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.push(Box::new(Chest::new(Position::new(self.level, position.0, position.1))));
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}
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if self.rooms[col][row].kind == RoomType::End
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|| self.rooms[col][row].kind == RoomType::StairDown
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{
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end_pos = position;
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_ => {
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artifacts
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.push(Box::new(Potion::new(Position::new(self.level, position.0, position.1))));
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}
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};
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},
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RoomType::MonsterRoom => {
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monsters.push(LevelGenerator::select_monster(
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Position::new(self.level, position.0, position.1),
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&mut self.rng,
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));
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},
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RoomType::EmptyRoom => {},
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}
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}
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}
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@ -247,8 +290,8 @@ impl LevelGenerator {
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level: self.level,
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structure,
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discovered: [[false; LEVEL_HEIGHT]; LEVEL_WIDTH],
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monsters: vec![],
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artifacts: vec![],
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monsters,
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artifacts,
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start: start_pos,
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end: end_pos,
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rng: rand::thread_rng(),
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@ -1,6 +1,6 @@
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use ratatui::buffer::Buffer;
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use ratatui::layout::Rect;
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use ratatui::style::Color;
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use ratatui::style::{Color, Modifier, Style};
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use ratatui::widgets::{StatefulWidget, Widget};
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use crate::game::Game;
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@ -15,6 +15,9 @@ impl LevelWidget {
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fn set_cell(&self, buf: &mut Buffer, x: u16, y: u16, symbol: &str, fg: Color, bg: Color) {
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buf[(x, y)].set_symbol(symbol).set_bg(bg).set_fg(fg);
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}
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fn set_bold_cell(&self, buf: &mut Buffer, x: u16, y: u16, symbol: &str, fg: Color, bg: Color) {
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buf[(x, y)].set_symbol(symbol).set_bg(bg).set_fg(fg).set_style(Style::new().add_modifier(Modifier::BOLD));
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}
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}
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impl StatefulWidget for LevelWidget {
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@ -46,7 +49,7 @@ impl StatefulWidget for LevelWidget {
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}
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StructureElement::Wall => {
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// TODO add fancy walls with https://en.wikipedia.org/wiki/Box-drawing_characters
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self.set_cell(buf, x, y, "#", FG_BROWN, Color::Gray);
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self.set_cell(buf, x, y, "#", FG_BROWN, FG_BROWN);
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}
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StructureElement::Floor => {
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self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray);
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@ -68,7 +71,7 @@ impl StatefulWidget for LevelWidget {
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}
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(_, _, Some(t)) => {
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let (s, c) = t.get_representation();
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self.set_cell(buf, x, y, s, c, Color::Gray);
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self.set_bold_cell(buf, x, y, s, c, Color::Gray);
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}
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(None, None, None) => {}
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};
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12
src/room.rs
12
src/room.rs
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@ -119,26 +119,20 @@ impl Room {
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match self.kind {
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RoomType::Start => {
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tgt[left + self.special.0][top + self.special.1] = StructureElement::Start;
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(left + self.special.0, top + self.special.1)
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}
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RoomType::End => {
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tgt[left + self.special.0][top + self.special.1] = StructureElement::End;
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(left + self.special.0, top + self.special.1)
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}
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RoomType::StairUp => {
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tgt[left + self.special.0][top + self.special.1] = StructureElement::StairUp;
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(left + self.special.0, top + self.special.1)
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}
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RoomType::StairDown => {
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tgt[left + self.special.0][top + self.special.1] = StructureElement::StairDown;
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}
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_ => {}
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};
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(left + self.special.0, top + self.special.1)
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}
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RoomType::BasicRoom => (0, 0),
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RoomType::ArtifactRoom => (0, 0),
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RoomType::MonsterRoom => (0, 0),
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RoomType::EmptyRoom => (0, 0),
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}
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}
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}
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#[test]
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