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74831857cf
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b833b43c7c
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@ -29,13 +29,13 @@ pub const LEVEL_WIDTH: usize = 1 + ROOMS_VERTICAL * ROOM_WIDTH;
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pub const LEVEL_HEIGHT: usize = 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT;
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pub fn get_monsters_per_level() -> Vec<HashMap<MonsterTypes, std::ops::RangeInclusive<u8>>> {
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let tmp =[
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let tmp = vec![
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// level 1
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vec![(MonsterTypes::Rat, 50), (MonsterTypes::Spider, 50)],
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// level 2
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vec![(MonsterTypes::Rat, 50), (MonsterTypes::Snake, 50)],
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// level 3
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vec![(MonsterTypes::Orc, 34), (MonsterTypes::Skeleton, 33), (MonsterTypes::Snake, 33)],
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vec![(MonsterTypes::Orc, 33), (MonsterTypes::Skeleton, 33), (MonsterTypes::Snake, 33)],
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];
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if tmp.len() != LEVELS {
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panic!("Only {} monster sets defined for {} levels!", tmp.len(), LEVELS);
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@ -24,7 +24,7 @@ enum RoomType {
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StairUp,
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StairDown,
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BasicRoom,
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ArtifactRoom,
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TreasureRoom,
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MonsterRoom,
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EmptyRoom,
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}
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@ -105,13 +105,13 @@ impl LevelGenerator {
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room_types.push(RoomType::StairDown);
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}
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room_types.push(RoomType::MonsterRoom);
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room_types.push(RoomType::ArtifactRoom);
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room_types.push(RoomType::TreasureRoom);
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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..=100) {
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// TODO tune room type distribution
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1..=33 => room_types.push(RoomType::EmptyRoom),
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34..=66 => room_types.push(RoomType::ArtifactRoom),
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34..=66 => room_types.push(RoomType::TreasureRoom),
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67..=90 => room_types.push(RoomType::MonsterRoom),
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_ => room_types.push(RoomType::BasicRoom),
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}
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@ -298,7 +298,7 @@ impl LevelGenerator {
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StructureElement::Floor;
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}
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}
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if room.kind == RoomType::ArtifactRoom {
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if room.kind == RoomType::TreasureRoom {
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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// TODO randomize artifacts
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