refactor to remove duplicate/redundant code

This commit is contained in:
grimsace
2026-04-28 14:36:03 -05:00
parent 94d0a6db92
commit 074fdbfb60
3 changed files with 188 additions and 221 deletions
+46 -66
View File
@@ -72,11 +72,9 @@ impl Default for DungeonApp {
// Build the app with persisted settings and a generated layout.
fn default() -> Self {
let settings = settings::load_settings().unwrap_or_default();
let layouts = generate_all_levels(&settings);
let results = populate_stairs(layouts, &settings);
let mut app = Self {
settings,
levels: results.iter().map(|(l, _)| l.clone()).collect(),
levels: Vec::new(),
suppressed_auto_door_edges: HashSet::new(),
undo_stack: Vec::new(),
redo_stack: Vec::new(),
@@ -93,11 +91,8 @@ impl Default for DungeonApp {
hover_level_idx: None,
hover_stair_idx: None,
};
for (i, (_, modified)) in results.into_iter().enumerate() {
if modified {
app.refresh_level(i);
}
}
app.levels = generate_all_levels(&app.settings);
app.refresh_stairs();
app
}
}
@@ -170,33 +165,9 @@ impl eframe::App for DungeonApp {
}
} else if panel_result.new_level_clicked {
self.push_undo_snapshot();
let level_index = self.levels.len();
let level_seed = seed::derive_seed(self.settings.seed, level_index as u64);
let layout = layout::generate_layout(
self.settings.cols,
self.settings.rows,
self.settings.room_count,
level_seed,
self.settings.min_room_size,
self.settings.max_room_size,
self.settings.square_rooms_only,
self.settings.min_corridor_width,
self.settings.max_corridor_width,
self.settings.corridor_randomness,
self.settings.dead_end_rooms_percent,
self.settings.pack_rooms_without_corridors,
door_settings_from_ui(&self.settings),
window_settings_from_ui(&self.settings),
);
let layout = populate_random_markers(layout, &self.settings);
self.levels.push(layout);
let results = populate_stairs(self.levels.clone(), &self.settings);
self.levels = results.iter().map(|(l, _)| l.clone()).collect();
for (i, (_, modified)) in results.into_iter().enumerate() {
if modified {
self.refresh_level(i);
}
}
self.levels
.push(generate_level(&self.settings, self.levels.len()));
self.refresh_stairs();
self.settings.active_level_index = self.levels.len() - 1;
}
if ctx.input(|i| i.key_pressed(egui::Key::Delete) || i.key_pressed(egui::Key::Backspace)) {
@@ -385,29 +356,34 @@ fn generate_all_levels(settings: &UiSettings) -> Vec<DungeonLayout> {
let mut levels = Vec::with_capacity(level_count);
for i in 0..level_count {
let level_seed = seed::derive_seed(settings.seed, i as u64);
let layout = layout::generate_layout(
settings.cols,
settings.rows,
settings.room_count,
level_seed,
settings.min_room_size,
settings.max_room_size,
settings.square_rooms_only,
settings.min_corridor_width,
settings.max_corridor_width,
settings.corridor_randomness,
settings.dead_end_rooms_percent,
settings.pack_rooms_without_corridors,
door_settings_from_ui(settings),
window_settings_from_ui(settings),
);
let layout = populate_random_markers(layout, settings);
levels.push(layout);
levels.push(generate_level(settings, i));
}
levels
}
// Generate one dungeon level from the current settings.
fn generate_level(settings: &UiSettings, level_index: usize) -> DungeonLayout {
let level_seed = seed::derive_seed(settings.seed, level_index as u64);
let layout = layout::generate_layout(
settings.cols,
settings.rows,
settings.room_count,
level_seed,
settings.min_room_size,
settings.max_room_size,
settings.square_rooms_only,
settings.min_corridor_width,
settings.max_corridor_width,
settings.corridor_randomness,
settings.dead_end_rooms_percent,
settings.pack_rooms_without_corridors,
door_settings_from_ui(settings),
window_settings_from_ui(settings),
);
populate_random_markers(layout, settings)
}
fn clamp_dependent_settings(settings: &mut UiSettings) {
if settings.min_room_size > settings.max_room_size {
settings.max_room_size = settings.min_room_size;
@@ -514,10 +490,8 @@ impl DungeonApp {
if self.settings.active_level_index >= self.levels.len() {
return;
}
self.levels[self.settings.active_level_index] = DungeonLayout {
packed_rooms: self.settings.pack_rooms_without_corridors,
..DungeonLayout::default()
};
self.levels[self.settings.active_level_index] =
DungeonLayout::empty(self.settings.pack_rooms_without_corridors);
self.suppressed_auto_door_edges.clear();
self.reset_transient_state();
}
@@ -526,14 +500,8 @@ impl DungeonApp {
fn regenerate_layout(&mut self) {
self.drag_state = None;
self.suppressed_auto_door_edges.clear();
let layouts = generate_all_levels(&self.settings);
let results = populate_stairs(layouts, &self.settings);
self.levels = results.iter().map(|(l, _)| l.clone()).collect();
for (i, (_, modified)) in results.into_iter().enumerate() {
if modified {
self.refresh_level(i);
}
}
self.levels = generate_all_levels(&self.settings);
self.refresh_stairs();
if self.settings.active_level_index >= self.levels.len() {
self.settings.active_level_index = 0;
}
@@ -882,6 +850,18 @@ impl DungeonApp {
);
}
// Sync stair placement across all generated levels.
fn refresh_stairs(&mut self) {
let results = populate_stairs(self.levels.clone(), &self.settings);
self.levels = results.iter().map(|(layout, _)| layout.clone()).collect();
for (level_idx, (_, modified)) in results.into_iter().enumerate() {
if modified {
self.refresh_level(level_idx);
}
}
}
fn refresh_doors(&mut self) {
if self.settings.active_level_index >= self.levels.len() {
return;