added basic stairs
This commit is contained in:
@@ -826,6 +826,54 @@ pub fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
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settings.colorblind_mode,
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);
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// Draw stairs and elevators.
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for stair in &layout.stairs {
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let x = g.left() + stair.cell.0 as f32 * g.cell;
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let y = g.top() + stair.cell.1 as f32 * g.cell;
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let w = stair.size as f32 * g.cell;
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let h = stair.size as f32 * g.cell;
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if stair.is_elevator {
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let fill = if settings.colorblind_mode {
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"rgb(180,180,180)"
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} else {
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"rgb(100,150,200)"
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};
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let _ = writeln!(
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s,
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"<rect x='{x}' y='{y}' width='{w}' height='{h}' fill='{fill}' fill-opacity='0.35' stroke='rgb(100,150,200)' stroke-width='2'/>"
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);
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let _ = writeln!(
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s,
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"<text x='{cx}' y='{cy}' text-anchor='middle' dominant-baseline='middle' fill='white' font-size='{fs}'>E</text>",
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cx = x + w / 2.0,
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cy = y + h / 2.0,
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fs = (g.cell * stair.size as f32 * 0.4).clamp(14.0, 48.0)
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);
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} else {
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let fill = if settings.colorblind_mode {
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"rgb(180,180,180)"
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} else {
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"rgb(200,150,50)"
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};
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let _ = writeln!(
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s,
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"<rect x='{x}' y='{y}' width='{w}' height='{h}' fill='{fill}' fill-opacity='0.35' stroke='rgb(150,100,30)' stroke-width='2'/>"
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);
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let steps = (stair.size as f32 * 2.0).round() as usize;
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let step_h = h / steps as f32;
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for i in 0..steps {
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let sy = y + (i as f32 * step_h) + step_h * 0.5;
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let _ = writeln!(
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s,
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"<line x1='{x1}' y1='{sy}' x2='{x2}' y2='{sy}' stroke='rgb(150,100,30)' stroke-width='1.5'/>",
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x1 = x + 2.0,
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x2 = x + w - 2.0
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);
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}
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}
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}
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s.push_str("</svg>\n");
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s
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}
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+15
-1
@@ -61,6 +61,13 @@ pub struct AreaMarker {
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pub size: usize,
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}
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#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub struct Staircase {
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pub cell: (usize, usize),
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pub size: usize,
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pub is_elevator: bool,
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
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pub enum WindowSide {
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Left,
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@@ -100,6 +107,7 @@ pub struct DungeonLayout {
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pub trap_markers: Vec<AreaMarker>,
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pub monster_markers: Vec<AreaMarker>,
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pub packed_rooms: bool,
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pub stairs: Vec<Staircase>,
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}
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impl Default for DungeonLayout {
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@@ -115,6 +123,7 @@ impl Default for DungeonLayout {
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trap_markers: Vec::new(),
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monster_markers: Vec::new(),
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packed_rooms: false,
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stairs: Vec::new(),
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}
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}
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}
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@@ -186,6 +195,7 @@ pub fn generate_layout(
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trap_markers: Vec::new(),
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monster_markers: Vec::new(),
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packed_rooms: pack_rooms_without_corridors,
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stairs: Vec::new(),
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};
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}
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@@ -213,6 +223,7 @@ pub fn generate_layout(
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trap_markers: Vec::new(),
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monster_markers: Vec::new(),
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packed_rooms: pack_rooms_without_corridors,
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stairs: Vec::new(),
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};
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}
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@@ -235,6 +246,7 @@ pub fn generate_layout(
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if pack_rooms_without_corridors {
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rooms = place_packed_rooms(&room_sizes, &room_edges, cols, rows, &mut room_rng);
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let mut layout = DungeonLayout {
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stairs: Vec::new(),
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rooms,
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corridors,
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doors: Vec::new(),
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@@ -306,6 +318,7 @@ pub fn generate_layout(
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trap_markers: Vec::new(),
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monster_markers: Vec::new(),
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packed_rooms: false,
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stairs: Vec::new(),
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};
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}
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@@ -354,6 +367,7 @@ pub fn generate_layout(
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}
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let mut layout = DungeonLayout {
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stairs: Vec::new(),
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rooms,
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corridors,
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doors: Vec::new(),
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@@ -983,7 +997,7 @@ fn shared_boundary_edges(a: &Room, b: &Room) -> Vec<((usize, usize), (usize, usi
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edges
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}
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fn room_index_at_cell(rooms: &[Room], cell: (usize, usize)) -> Option<usize> {
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pub fn room_index_at_cell(rooms: &[Room], cell: (usize, usize)) -> Option<usize> {
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rooms.iter().position(|room| {
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cell.0 >= room.x
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&& cell.0 < room.x + room.width
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+84
-1
@@ -18,7 +18,7 @@ use layout::{
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};
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use startend::{
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manual_marker_size, manual_monster_marker_size, manual_trap_marker_size,
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populate_random_markers,
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populate_random_markers, populate_stairs,
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};
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use ui::{AddTool, UiSettings, draw_side_panel};
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@@ -379,6 +379,7 @@ fn generate_all_levels(settings: &UiSettings) -> Vec<DungeonLayout> {
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let layout = populate_random_markers(layout, settings);
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levels.push(layout);
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}
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let levels = populate_stairs(levels, settings);
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levels
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}
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@@ -2302,6 +2303,88 @@ fn draw_layout(
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hover_marker,
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MarkerKind::Monster,
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);
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// Draw stairs and elevators.
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for stair in &layout.stairs {
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draw_staircase(painter, geometry, stair, colorblind_mode);
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}
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}
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// Draw a staircase or elevator within a room.
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fn draw_staircase(
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painter: &egui::Painter,
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geometry: &GridGeometry,
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stair: &layout::Staircase,
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colorblind_mode: bool,
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) {
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let left = geometry.rect.left() + stair.cell.0 as f32 * geometry.cell_size;
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let top = geometry.rect.top() + stair.cell.1 as f32 * geometry.cell_size;
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let right = left + stair.size as f32 * geometry.cell_size;
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let bottom = top + stair.size as f32 * geometry.cell_size;
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let rect = egui::Rect::from_min_max(egui::pos2(left, top), egui::pos2(right, bottom));
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// Fill with a distinctive color for stairs/elevators.
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let fill = if colorblind_mode {
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Color32::from_rgb(180, 180, 180).gamma_multiply(0.4)
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} else if stair.is_elevator {
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Color32::from_rgb(100, 150, 200).gamma_multiply(0.35)
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} else {
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Color32::from_rgb(200, 150, 50).gamma_multiply(0.35)
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};
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painter.rect_filled(rect, 4.0, fill);
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// Draw border.
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let stroke_color = if colorblind_mode {
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Color32::BLACK
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} else if stair.is_elevator {
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Color32::from_rgb(100, 150, 200)
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} else {
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Color32::from_rgb(200, 150, 50)
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};
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painter.rect_stroke(
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rect,
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4.0,
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Stroke::new(2.0, stroke_color),
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egui::StrokeKind::Middle,
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);
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// Draw stair lines or elevator symbol.
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if stair.is_elevator {
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// Draw elevator symbol: a rectangle with arrows.
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let center = rect.center();
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let text = "E";
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let font_size = (geometry.cell_size * stair.size as f32 * 0.4).clamp(14.0, 48.0);
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painter.text(
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center,
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egui::Align2::CENTER_CENTER,
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text,
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egui::FontId::proportional(font_size),
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if colorblind_mode {
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Color32::BLACK
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} else {
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Color32::WHITE
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},
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);
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} else {
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// Draw stair lines (horizontal steps).
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let steps = (stair.size as f32 * 2.0).round() as usize;
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let step_height = (rect.height() / (steps as f32)).max(1.0);
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let line_color = if colorblind_mode {
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Color32::BLACK
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} else {
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Color32::from_rgb(150, 100, 30)
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};
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for i in 0..steps {
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let y = rect.top() + (i as f32 * step_height) + step_height * 0.5;
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painter.line_segment(
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[
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egui::pos2(rect.left() + 2.0, y),
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egui::pos2(rect.right() - 2.0, y),
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],
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Stroke::new(1.5, line_color),
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);
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}
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}
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}
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// Compute the rectangle for a given grid cell.
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+201
@@ -1,6 +1,10 @@
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use crate::layout::{self, DungeonLayout};
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use crate::seed;
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use crate::ui::UiSettings;
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use std::collections::HashSet;
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// Import room_index_at_cell from layout module.
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use crate::layout::room_index_at_cell;
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const START_COUNT_STREAM: u64 = 10_001;
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const END_COUNT_STREAM: u64 = 10_002;
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@@ -345,3 +349,200 @@ fn pick_random_corridor_cell(
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let idx = (seed_value as usize) % corridor.path.len();
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Some(corridor.path[idx])
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}
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// Constant for stair marker stream base
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const STAIR_MARKER_STREAM_BASE: u64 = 21_000;
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// Populate stairs (and optionally elevators) across all levels after markers are placed.
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pub fn populate_stairs(
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mut layouts: Vec<DungeonLayout>,
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settings: &UiSettings,
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) -> Vec<DungeonLayout> {
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if settings.min_stairs_per_level == 0 && settings.max_stairs_per_level == 0 {
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return layouts;
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}
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let stair_count = if settings.min_stairs_per_level == settings.max_stairs_per_level {
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settings.min_stairs_per_level
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} else {
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let range_seed = seed::derive_seed(settings.seed, 0x2A_3B_4_u64);
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(range_seed as usize % (settings.max_stairs_per_level - settings.min_stairs_per_level + 1))
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+ settings.min_stairs_per_level
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};
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if stair_count == 0 {
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return layouts;
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}
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let is_elevator = settings.windows_enabled;
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// If syncing stairs, pick the same stair positions for all levels.
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let mut sync_stair_cells: Vec<layout::Staircase> = Vec::new();
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if settings.sync_stairs_across_levels && !layouts.is_empty() {
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let base_settings = settings.clone();
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let base_layout = layouts[0].clone();
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sync_stair_cells =
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pick_stair_positions(&base_layout, &base_settings, stair_count, is_elevator);
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}
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for (level_idx, layout) in layouts.iter_mut().enumerate() {
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if settings.sync_stairs_across_levels && !sync_stair_cells.is_empty() {
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// Use the synced stair positions.
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layout.stairs = sync_stair_cells
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.iter()
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.map(|stair| layout::Staircase {
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cell: stair.cell,
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size: random_stair_size(
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settings,
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seed::derive_seed(
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settings.seed,
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STAIR_MARKER_STREAM_BASE + level_idx as u64,
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),
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),
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is_elevator,
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})
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.collect();
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} else {
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// Generate independent stair positions for this level.
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layout.stairs = pick_stair_positions(layout, settings, stair_count, is_elevator);
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}
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}
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layouts
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}
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// Pick random cells within rooms that are valid for stair placement and return Staircase objects.
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fn pick_stair_positions(
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layout: &DungeonLayout,
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settings: &UiSettings,
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count: usize,
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is_elevator: bool,
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) -> Vec<layout::Staircase> {
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if layout.rooms.is_empty() || count == 0 {
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return Vec::new();
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}
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// Collect valid room cells (rooms without start/end markers on bottom row).
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let mut valid_cells: Vec<(usize, usize)> = Vec::new();
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for room in &layout.rooms {
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let has_start_end_bottom =
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has_start_or_end_on_bottom_row(room, &layout.start_markers, &layout.end_markers);
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if !has_start_end_bottom {
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for x in room.x..(room.x + room.width) {
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for y in room.y..(room.y + room.height) {
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valid_cells.push((x, y));
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}
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}
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}
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}
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if valid_cells.is_empty() {
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return Vec::new();
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}
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// Shuffle valid cells deterministically based on seed.
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let mut shuffled = valid_cells.clone();
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shuffle_with_seed(
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&mut shuffled,
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settings.seed.wrapping_add(STAIR_MARKER_STREAM_BASE),
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);
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let max_size = settings.max_stair_width.max(settings.max_stair_height);
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let mut stair_cells: Vec<(usize, usize)> = Vec::new();
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let mut used_cells: HashSet<(usize, usize)> = HashSet::new();
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for cell in shuffled {
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if stair_cells.len() >= count {
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break;
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}
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if used_cells.contains(&cell) {
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continue;
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}
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// Check if this cell can accommodate a stair of at least min size.
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let min_w = settings.min_stair_width;
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let min_h = settings.min_stair_height;
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let room_idx = room_index_at_cell(&layout.rooms, cell);
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if let Some(ri) = room_idx {
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let room = &layout.rooms[ri];
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let available_w = room.x + room.width - cell.0;
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let available_h = room.y + room.height - cell.1;
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if available_w >= min_w && available_h >= min_h {
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stair_cells.push(cell);
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// Mark occupied cells to avoid overlap.
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for dx in 0..max_size {
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for dy in 0..max_size {
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used_cells.insert((cell.0 + dx, cell.1 + dy));
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}
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}
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}
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}
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}
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// Convert cells to Staircase objects with random sizes.
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stair_cells
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.into_iter()
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.enumerate()
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.map(|(i, cell)| layout::Staircase {
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cell,
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size: random_stair_size(
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settings,
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seed::derive_seed(settings.seed, STAIR_MARKER_STREAM_BASE + i as u64),
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),
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is_elevator,
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})
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.collect()
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}
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// Check if a room has a start or end marker on its bottom row.
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fn has_start_or_end_on_bottom_row(
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room: &layout::Room,
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start_markers: &[layout::AreaMarker],
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end_markers: &[layout::AreaMarker],
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) -> bool {
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let bottom_row = room.y + room.height - 1;
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for marker in start_markers.iter().chain(end_markers.iter()) {
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let marker_bottom = marker.cell.1 + marker.size;
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if marker.cell.1 <= bottom_row && marker_bottom > bottom_row {
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// Marker overlaps with bottom row.
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return true;
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}
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}
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false
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}
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// Pick a random stair size within settings range.
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fn random_stair_size(settings: &UiSettings, seed_value: u64) -> usize {
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let min_size = settings.min_stair_width.min(settings.min_stair_height);
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let max_size = settings.max_stair_width.max(settings.max_stair_height);
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let span = max_size - min_size + 1;
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min_size + (seed_value as usize % span)
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}
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// Shuffle a vector deterministically using a seed.
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fn shuffle_with_seed<T: Clone>(vec: &mut [T], seed: u64) {
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let mut rng = SimpleRng::new(seed);
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for i in (1..vec.len()).rev() {
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let j = (rng.next_u32() as usize) % (i + 1);
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vec.swap(i, j);
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}
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}
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// Simple RNG for deterministic shuffling.
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struct SimpleRng {
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state: u64,
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}
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impl SimpleRng {
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fn new(seed: u64) -> Self {
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Self { state: seed }
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}
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fn next_u32(&mut self) -> u32 {
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// Simple LCG for deterministic shuffling.
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self.state = self
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.state
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.wrapping_mul(6364136223846793005)
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.wrapping_add(1442695040888963407);
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(self.state >> 32) as u32
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}
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}
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@@ -151,6 +151,13 @@ pub struct UiSettings {
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pub monster_frequency_percent: usize,
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pub min_monsters_per_area: usize,
|
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pub max_monsters_per_area: usize,
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pub min_stair_width: usize,
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pub max_stair_width: usize,
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pub min_stair_height: usize,
|
||||
pub max_stair_height: usize,
|
||||
pub min_stairs_per_level: usize,
|
||||
pub max_stairs_per_level: usize,
|
||||
pub sync_stairs_across_levels: bool,
|
||||
active_tab: Tab,
|
||||
}
|
||||
|
||||
@@ -208,6 +215,13 @@ impl Default for UiSettings {
|
||||
monster_frequency_percent: 15,
|
||||
min_monsters_per_area: 1,
|
||||
max_monsters_per_area: 2,
|
||||
min_stair_width: 1,
|
||||
max_stair_width: 2,
|
||||
min_stair_height: 2,
|
||||
max_stair_height: 3,
|
||||
min_stairs_per_level: 1,
|
||||
max_stairs_per_level: 1,
|
||||
sync_stairs_across_levels: false,
|
||||
active_tab: Tab::Generate,
|
||||
}
|
||||
}
|
||||
@@ -810,6 +824,114 @@ fn draw_layout_tab(ui: &mut egui::Ui, settings: &mut UiSettings, result: &mut Si
|
||||
)
|
||||
.changed();
|
||||
}
|
||||
|
||||
ui.add_space(12.0);
|
||||
ui.separator();
|
||||
ui.add_space(8.0);
|
||||
ui.label(RichText::new("Staircase Settings").strong());
|
||||
ui.add_space(8.0);
|
||||
|
||||
result.settings_changed |= ui
|
||||
.checkbox(
|
||||
&mut settings.sync_stairs_across_levels,
|
||||
"Sync Stairs Across All Levels",
|
||||
)
|
||||
.changed();
|
||||
|
||||
ui.add_space(8.0);
|
||||
ui.label("Min Stair Width");
|
||||
ui.horizontal(|ui| {
|
||||
result.settings_changed |= ui
|
||||
.add(egui::Slider::new(&mut settings.min_stair_width, 1..=5).show_value(false))
|
||||
.changed();
|
||||
result.settings_changed |= ui
|
||||
.add(
|
||||
egui::DragValue::new(&mut settings.min_stair_width)
|
||||
.speed(1.0)
|
||||
.range(1..=10),
|
||||
)
|
||||
.changed();
|
||||
});
|
||||
|
||||
ui.add_space(8.0);
|
||||
ui.label("Max Stair Width");
|
||||
ui.horizontal(|ui| {
|
||||
result.settings_changed |= ui
|
||||
.add(egui::Slider::new(&mut settings.max_stair_width, 1..=5).show_value(false))
|
||||
.changed();
|
||||
result.settings_changed |= ui
|
||||
.add(
|
||||
egui::DragValue::new(&mut settings.max_stair_width)
|
||||
.speed(1.0)
|
||||
.range(1..=10),
|
||||
)
|
||||
.changed();
|
||||
});
|
||||
|
||||
ui.add_space(8.0);
|
||||
ui.label("Min Stair Height");
|
||||
ui.horizontal(|ui| {
|
||||
result.settings_changed |= ui
|
||||
.add(egui::Slider::new(&mut settings.min_stair_height, 1..=5).show_value(false))
|
||||
.changed();
|
||||
result.settings_changed |= ui
|
||||
.add(
|
||||
egui::DragValue::new(&mut settings.min_stair_height)
|
||||
.speed(1.0)
|
||||
.range(1..=10),
|
||||
)
|
||||
.changed();
|
||||
});
|
||||
|
||||
ui.add_space(8.0);
|
||||
ui.label("Max Stair Height");
|
||||
ui.horizontal(|ui| {
|
||||
result.settings_changed |= ui
|
||||
.add(egui::Slider::new(&mut settings.max_stair_height, 1..=5).show_value(false))
|
||||
.changed();
|
||||
result.settings_changed |= ui
|
||||
.add(
|
||||
egui::DragValue::new(&mut settings.max_stair_height)
|
||||
.speed(1.0)
|
||||
.range(1..=10),
|
||||
)
|
||||
.changed();
|
||||
});
|
||||
|
||||
ui.add_space(8.0);
|
||||
ui.label("Min Stairs Per Level");
|
||||
ui.horizontal(|ui| {
|
||||
result.settings_changed |= ui
|
||||
.add(egui::Slider::new(&mut settings.min_stairs_per_level, 0..=10).show_value(false))
|
||||
.changed();
|
||||
result.settings_changed |= ui
|
||||
.add(
|
||||
egui::DragValue::new(&mut settings.min_stairs_per_level)
|
||||
.speed(1.0)
|
||||
.range(0..=20),
|
||||
)
|
||||
.changed();
|
||||
});
|
||||
|
||||
ui.add_space(8.0);
|
||||
ui.label("Max Stairs Per Level");
|
||||
ui.horizontal(|ui| {
|
||||
result.settings_changed |= ui
|
||||
.add(egui::Slider::new(&mut settings.max_stairs_per_level, 0..=10).show_value(false))
|
||||
.changed();
|
||||
result.settings_changed |= ui
|
||||
.add(
|
||||
egui::DragValue::new(&mut settings.max_stairs_per_level)
|
||||
.speed(1.0)
|
||||
.range(0..=20),
|
||||
)
|
||||
.changed();
|
||||
});
|
||||
|
||||
ui.add_space(8.0);
|
||||
result.settings_changed |= ui
|
||||
.checkbox(&mut settings.windows_enabled, "Enable Elevators")
|
||||
.changed();
|
||||
}
|
||||
|
||||
// Render the Add tab controls.
|
||||
|
||||
Reference in New Issue
Block a user