added basic rooms and corridors
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+134
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#[derive(Debug, Clone)]
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pub struct Room {
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pub x: usize,
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pub y: usize,
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pub width: usize,
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pub height: usize,
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}
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impl Room {
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pub fn center_cell(&self) -> (usize, usize) {
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(self.x + (self.width / 2), self.y + (self.height / 2))
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}
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}
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#[derive(Debug, Clone)]
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pub struct Corridor {
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pub from: (usize, usize),
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pub to: (usize, usize),
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}
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#[derive(Debug, Clone, Default)]
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pub struct DungeonLayout {
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pub rooms: Vec<Room>,
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pub corridors: Vec<Corridor>,
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}
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pub fn generate_layout(cols: usize, rows: usize, target_room_count: usize, seed: u64) -> DungeonLayout {
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let mut rng = SimpleRng::new(seed ^ ((cols as u64) << 32) ^ rows as u64);
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let mut rooms = Vec::new();
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let mut corridors = Vec::new();
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let min_room_size = 2;
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if cols < min_room_size || rows < min_room_size || target_room_count == 0 {
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return DungeonLayout { rooms, corridors };
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}
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let max_room_width = (cols / 3).clamp(min_room_size, cols.min(12));
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let max_room_height = (rows / 3).clamp(min_room_size, rows.min(12));
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let max_attempts = target_room_count.saturating_mul(40).max(50);
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for _ in 0..max_attempts {
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if rooms.len() >= target_room_count {
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break;
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}
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let width = rng.range_inclusive(min_room_size, max_room_width);
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let height = rng.range_inclusive(min_room_size, max_room_height);
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let x = rng.range_inclusive(0, cols - width);
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let y = rng.range_inclusive(0, rows - height);
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let candidate = Room {
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x,
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y,
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width,
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height,
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};
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if rooms
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.iter()
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.all(|existing| !overlaps_with_padding(&candidate, existing, 1))
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{
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rooms.push(candidate);
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}
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}
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for idx in 1..rooms.len() {
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let a = rooms[idx - 1].center_cell();
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let b = rooms[idx].center_cell();
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if rng.next_bool() {
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push_corridor_if_nonzero(&mut corridors, (a.0, a.1), (b.0, a.1));
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push_corridor_if_nonzero(&mut corridors, (b.0, a.1), (b.0, b.1));
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} else {
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push_corridor_if_nonzero(&mut corridors, (a.0, a.1), (a.0, b.1));
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push_corridor_if_nonzero(&mut corridors, (a.0, b.1), (b.0, b.1));
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}
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}
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DungeonLayout { rooms, corridors }
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}
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fn overlaps_with_padding(a: &Room, b: &Room, padding: usize) -> bool {
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let a_left = a.x.saturating_sub(padding);
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let a_top = a.y.saturating_sub(padding);
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let a_right = a.x + a.width + padding;
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let a_bottom = a.y + a.height + padding;
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let b_left = b.x;
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let b_top = b.y;
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let b_right = b.x + b.width;
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let b_bottom = b.y + b.height;
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a_left < b_right && a_right > b_left && a_top < b_bottom && a_bottom > b_top
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}
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fn push_corridor_if_nonzero(
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corridors: &mut Vec<Corridor>,
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from: (usize, usize),
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to: (usize, usize),
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) {
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if from != to {
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corridors.push(Corridor { from, to });
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}
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}
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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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let state = if seed == 0 { 0xA5A5_A5A5_1234_5678 } else { seed };
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Self { state }
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}
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fn next_u32(&mut self) -> u32 {
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self.state ^= self.state >> 12;
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self.state ^= self.state << 25;
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self.state ^= self.state >> 27;
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(self.state.wrapping_mul(0x2545_F491_4F6C_DD1D) >> 32) as u32
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}
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fn next_bool(&mut self) -> bool {
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(self.next_u32() & 1) == 0
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}
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fn range_inclusive(&mut self, min: usize, max: usize) -> usize {
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if min >= max {
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return min;
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}
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let width = max - min + 1;
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min + (self.next_u32() as usize % width)
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}
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}
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