Small cleanups

master
Alex Bethel 2021-12-19 11:33:39 -06:00
parent 1c22a1be05
commit 626093e694
2 changed files with 3 additions and 4 deletions

View File

@ -43,7 +43,6 @@ impl DungeonLevel {
/// configuration.
pub fn new(cfg: &BranchConfig) -> Self {
Self {
// tiles: [[DungeonTile::Floor; LEVEL_SIZE.0]; LEVEL_SIZE.1],
tiles: rooms::generate_level(30, &mut rand::thread_rng()),
}
}

View File

@ -10,9 +10,9 @@ use crate::game::{DungeonTile, LEVEL_SIZE};
/// Generates a grid of the given size containing rooms connected by
/// passages.
pub fn generate(n_rooms: usize, rng: &mut impl Rng, size: (usize, usize)) -> Grid<DungeonTile> {
pub fn generate(n_rooms: usize, size: (usize, usize), rng: &mut impl Rng) -> Grid<DungeonTile> {
let mut grid = Grid::init(size.1, size.0, DungeonTile::Wall);
let rooms = gen_room_bounds(n_rooms, size, rng); // TODO: arg order
let rooms = gen_room_bounds(n_rooms, size, rng);
for room in rooms {
for (x, y) in room.tiles() {
@ -32,7 +32,7 @@ pub fn generate_level(
// when we theoretically doesn't need to (we get a heap-allocated
// Grid back, when we know statically that it's LEVEL_SIZE so we
// could allocate it on the stack)...
let grid = generate(n_rooms, rng, LEVEL_SIZE);
let grid = generate(n_rooms, LEVEL_SIZE, rng);
// ...and then we use a pointless default of DungeonTile::Floor
// here then copy in the real data from `grid`.