syncronized staircases on multiple levels and removed elevators as redundant
This commit is contained in:
+149
-43
@@ -353,70 +353,171 @@ fn pick_random_corridor_cell(
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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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// Populate stairs 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 layouts.is_empty() {
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return layouts;
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}
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// Clear existing stairs.
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for layout in &mut layouts {
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layout.stairs.clear();
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}
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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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let num_levels = layouts.len();
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let num_gaps = num_levels.saturating_sub(1);
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// If we only have 1 level, we still generate one set of stairs (e.g. to a hypothetical level below).
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let sets_to_gen = if num_gaps == 0 { 1 } else { num_gaps };
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let mut all_stair_sets: Vec<Vec<layout::Staircase>> = Vec::new();
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if settings.sync_stairs_across_levels {
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// One set of positions for all gaps.
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let stair_count = get_stair_count(settings, 0);
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let base_layout = &layouts[0];
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let synced_stairs = pick_stair_positions(base_layout, settings, stair_count, 0);
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for _ in 0..sets_to_gen {
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all_stair_sets.push(synced_stairs.clone());
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}
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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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// Independent positions for each gap.
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for i in 0..sets_to_gen {
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let stair_count = get_stair_count(settings, i);
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// Use the layout of the upper level of the gap as a guide.
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let layout_idx = i.min(num_levels - 1);
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let stairs =
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pick_stair_positions(&layouts[layout_idx], settings, stair_count, i as u64);
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all_stair_sets.push(stairs);
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}
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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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// Assign stairs to levels.
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if num_levels == 1 {
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layouts[0].stairs.extend(all_stair_sets[0].clone());
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} else {
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for i in 0..num_gaps {
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let stairs = &all_stair_sets[i];
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// These stairs connect level i to i+1.
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layouts[i].stairs.extend(stairs.clone());
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layouts[i + 1].stairs.extend(stairs.clone());
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}
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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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// De-duplicate stairs at the same location on the same level (can happen if synced).
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for layout in &mut layouts {
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let mut seen = HashSet::new();
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layout.stairs.retain(|s| seen.insert(s.cell));
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}
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// Ensure every stair is inside a room on its level.
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for layout in &mut layouts {
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let stairs_clone = layout.stairs.clone();
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for stair in &stairs_clone {
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ensure_stair_in_room(layout, stair);
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}
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}
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layouts
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}
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fn get_stair_count(settings: &UiSettings, gap_idx: usize) -> usize {
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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 + gap_idx as 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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}
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// Ensure a staircase is fully contained within a room. If not, extend the nearest existing room or create a new one.
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fn ensure_stair_in_room(layout: &mut DungeonLayout, stair: &layout::Staircase) {
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let stair_x = stair.cell.0;
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let stair_y = stair.cell.1;
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let stair_size = stair.size;
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// Check if any room already contains the staircase.
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for room in &layout.rooms {
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if stair_x >= room.x
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&& stair_y >= room.y
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&& (stair_x + stair_size) <= (room.x + room.width)
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&& (stair_y + stair_size) <= (room.y + room.height)
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{
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return;
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}
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}
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// Find the nearest room to the staircase.
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let mut nearest_room_idx = None;
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let mut min_dist = usize::MAX;
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for (idx, room) in layout.rooms.iter().enumerate() {
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let dist = room_to_stair_min_dist(room, stair);
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if dist < min_dist {
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min_dist = dist;
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nearest_room_idx = Some(idx);
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}
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}
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// If a room is nearby (within 5 cells), extend it.
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if let Some(idx) = nearest_room_idx
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&& min_dist <= 5
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{
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let room = &mut layout.rooms[idx];
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let new_x = room.x.min(stair_x);
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let new_y = room.y.min(stair_y);
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let new_right = (room.x + room.width).max(stair_x + stair_size);
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let new_bottom = (room.y + room.height).max(stair_y + stair_size);
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room.x = new_x;
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room.y = new_y;
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room.width = new_right - new_x;
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room.height = new_bottom - new_y;
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} else {
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// Otherwise, create a new room for the staircase.
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layout.rooms.push(layout::Room {
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x: stair_x,
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y: stair_y,
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width: stair_size,
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height: stair_size,
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});
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}
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}
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// Compute the minimum Manhattan distance between a room and a staircase.
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fn room_to_stair_min_dist(room: &layout::Room, stair: &layout::Staircase) -> usize {
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let dx = if stair.cell.0 + stair.size <= room.x {
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room.x - (stair.cell.0 + stair.size)
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} else if stair.cell.0 >= room.x + room.width {
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stair.cell.0 - (room.x + room.width)
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} else {
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0
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};
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let dy = if stair.cell.1 + stair.size <= room.y {
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room.y - (stair.cell.1 + stair.size)
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} else if stair.cell.1 >= room.y + room.height {
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stair.cell.1 - (room.y + room.height)
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} else {
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0
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};
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dx + dy
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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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seed_offset: u64,
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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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@@ -444,7 +545,10 @@ fn pick_stair_positions(
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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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settings
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.seed
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.wrapping_add(STAIR_MARKER_STREAM_BASE)
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.wrapping_add(seed_offset),
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);
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let max_size = settings.max_stair_width.max(settings.max_stair_height);
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@@ -486,9 +590,11 @@ fn pick_stair_positions(
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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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seed::derive_seed(
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settings.seed,
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STAIR_MARKER_STREAM_BASE + i as u64 + seed_offset * 1000,
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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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}
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