pass to remove issues in cargo check
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@@ -120,6 +120,7 @@ pub fn marker_in_room(
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AreaMarker { cell: (x, y), size }
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}
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#[allow(clippy::too_many_arguments)]
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pub fn assign_extra_markers(
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markers: &mut Vec<AreaMarker>,
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rooms: &[Room],
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@@ -399,7 +400,7 @@ pub 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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let range_seed = seed::derive_seed(settings.seed, 0x0002_A3B4_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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@@ -460,18 +461,14 @@ pub fn ensure_stair_in_room(layout: &mut DungeonLayout, stair: &Staircase) -> bo
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pub fn room_to_stair_min_dist(room: &Room, stair: &Staircase) -> usize {
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let dx = if stair.cell.0 + stair.width <= room.x {
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room.x - (stair.cell.0 + stair.width)
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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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stair.cell.0.saturating_sub(room.x + room.width)
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};
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let dy = if stair.cell.1 + stair.height <= room.y {
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room.y - (stair.cell.1 + stair.height)
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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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stair.cell.1.saturating_sub(room.y + room.height)
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};
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dx + dy
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