16061
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use crate::outline_template_based::outline::OutlinePoints;
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use crate::{LandGenerationParameters, LandGenerator};
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use integral_geometry::{Point, Polygon, Rect, Size};
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use land2d::Land2D;
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pub struct MazeTemplate {
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width: usize,
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height: usize,
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cell_size: usize,
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inverted: bool,
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distortion_limiting_factor: u32,
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braidness: usize,
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}
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pub struct MazeLandGenerator {
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maze_template: MazeTemplate,
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}
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fn prev_odd(num: usize) -> usize {
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if num & 1 == 0 {
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num - 1
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} else {
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num
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}
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}
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impl MazeLandGenerator {
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pub fn new(maze_template: MazeTemplate) -> Self {
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Self { maze_template }
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}
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fn generate_outline<I: Iterator<Item = u32>>(
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&self,
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size: &Size,
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play_box: Rect,
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intersections_box: Rect,
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random_numbers: &mut I,
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) -> OutlinePoints {
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let num_cells = Size::new(
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prev_odd(size.width / self.maze_template.cell_size),
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prev_odd(size.height / self.maze_template.cell_size),
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);
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let num_edges = Size::new(num_cells.width - 1, num_cells.height - 1);
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let seen_cells = Size::new(num_cells.width / 2, num_cells.height / 2);
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let num_steps = if self.maze_template.inverted { 3 } else { 1 };
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let mut step_done = vec![false; num_steps];
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let mut last_cell = vec![Point::diag(0); num_steps];
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let mut came_from_pos = vec![0; num_steps];
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let mut came_from = vec![vec![Point::diag(0); num_cells.area()]; num_steps];
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let mut done = false;
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let mut seen_list = vec![vec![None as Option<usize>; seen_cells.width]; seen_cells.height];
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let mut x_walls = vec![vec![true; seen_cells.width]; seen_cells.height - 1];
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let mut y_walls = vec![vec![true; seen_cells.width - 1]; seen_cells.height];
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let mut x_edge_list = vec![vec![false; num_edges.width]; num_cells.height];
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let mut y_edge_list = vec![vec![false; num_cells.width]; num_edges.height];
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let mut maze = vec![vec![false; num_cells.width]; num_cells.height];
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let off_y = 0;
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for current_step in 0..num_steps {
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let x = random_numbers.next().unwrap_or_default() as usize % (seen_cells.width - 1)
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/ num_steps;
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last_cell[current_step] = Point::new(
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(x + current_step * seen_cells.width / num_steps) as i32,
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random_numbers.next().unwrap_or_default() as i32 / num_steps as i32,
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);
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}
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let see_cell = |current_step: usize, start_dir: Point, seen_list: &mut Vec<Vec<Option<usize>>>, x_walls: &mut Vec<Vec<bool>>, y_walls: &mut Vec<Vec<bool>>,
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last_cell: &mut Vec<Point>, came_from: &mut Vec<Vec<Point>>, came_from_pos: &mut Vec<i32>| {
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loop {
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let p = last_cell[current_step];
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seen_list[p.y as usize][p.x as usize] = Some(current_step);
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let mut dir = start_dir;
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let next_dir_clockwise = true;//random_numbers.next().unwrap_or_default() % 2 == 0;
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for _ in 0..5 {
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let sp = p + dir;
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let when_seen =
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if sp.x < 0
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|| sp.x >= seen_cells.width as i32
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|| sp.y < 0
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|| sp.y >= seen_cells.height as i32
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{
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None
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} else {
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Some(seen_list[sp.y as usize][sp.x as usize])
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}
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;
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match when_seen {
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None => {
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// try another direction
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if dir.x == -1 && p.x > 0 {
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y_walls[p.y as usize][p.x as usize - 1] = false;
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}
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if dir.x == 1 && p.x < seen_cells.width as i32 - 1 {
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y_walls[p.y as usize][p.x as usize] = false;
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}
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if dir.y == -1 && p.y > 0 {
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x_walls[p.y as usize][p.x as usize] = false;
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}
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if dir.y == 1 && p.y < seen_cells.height as i32 - 1 {
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x_walls[p.y as usize][p.x as usize] = false;
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}
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if next_dir_clockwise {
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dir = dir.rotate90();
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} else {
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dir = dir.rotate270();
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}
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}
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Some(None) => {
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// cell was not seen yet, go there
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if dir.y == -1 {
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x_walls[p.y as usize - 1][p.x as usize] = false;
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}
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if dir.y == 1 {
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x_walls[p.y as usize][p.x as usize] = false;
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}
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if dir.x == -1 {
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y_walls[p.y as usize][p.x as usize - 1] = false;
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}
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if dir.x == 1 {
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y_walls[p.y as usize][p.x as usize] = false;
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}
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last_cell[current_step] = p + dir;
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came_from_pos[current_step] += 1;
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came_from[came_from_pos[current_step] as usize][current_step] = p;
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}
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_ => {
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return true;
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}
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}
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}
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last_cell[current_step] = came_from[came_from_pos[current_step] as usize][current_step];
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came_from_pos[current_step] -= 1;
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return came_from_pos[current_step] < 0;
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}
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};
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let mut islands: Vec<Polygon> = vec![];
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let mut polygon: Vec<Point> = vec![];
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let add_vertex = |p: Point, polygon: &mut Vec<Point>| {
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let cell_size = self.maze_template.cell_size as i32;
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let [x, y] = [p.x, p.y].map(|i| {
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if self.maze_template.inverted || i & 1 == 0 {
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cell_size
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} else {
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cell_size * 2 / 3
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}
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});
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let new_point =
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Point::new((p.x - 1) * cell_size + x, (p.y - 1) * cell_size + y + off_y);
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let nv = polygon.len();
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if nv > 2 {
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if polygon[nv - 2].x == polygon[nv - 1].x && polygon[nv - 1].x == new_point.x
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|| polygon[nv - 2].y == polygon[nv - 1].y && polygon[nv - 1].y == new_point.y
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{
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polygon.pop();
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}
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}
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polygon.push(new_point);
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};
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let add_edge = |p: Point, dir: Point, polygon: &mut Vec<Point>, x_edge_list: &mut Vec<Vec<bool>>, y_edge_list: &mut Vec<Vec<bool>>| {
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let mut dir = dir.rotate270();
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let mut next_p = Some(p);
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while let Some(p) = next_p {
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next_p = None;
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for _ in 0..4 {
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dir = dir.rotate90();
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let cdir = Point::new(
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if dir.x < 0 { 0 } else { dir.x },
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if dir.y < 0 { 0 } else { dir.y },
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);
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let np = p + cdir;
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let edge_list = if dir.x == 0 {
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&mut *x_edge_list
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} else {
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&mut *y_edge_list
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};
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if np.x >= 0
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&& np.y > 0
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&& np.x < num_cells.width as i32
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&& np.y < num_cells.height as i32
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&& edge_list[np.y as usize][np.x as usize]
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{
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(*edge_list)[np.y as usize][np.x as usize] = false;
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add_vertex(p + dir + Point::new(1, 1), polygon);
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next_p = Some(p + dir);
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break;
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}
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}
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}
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};
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while !done {
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done = true;
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for current_step in 0..num_steps {
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if !step_done[current_step] {
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let dir = match random_numbers.next().unwrap_or_default() % 4 {
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0 => Point::new(0, -1),
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1 => Point::new(1, 0),
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2 => Point::new(0, 1),
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3 => Point::new(-1, 0),
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_ => panic!(),
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};
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step_done[current_step] =
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see_cell(current_step, dir, &mut seen_list, &mut x_walls, &mut y_walls, &mut last_cell, &mut came_from, &mut came_from_pos);
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done = false;
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}
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}
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}
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for x in 0..seen_cells.width {
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for y in 0..seen_cells.height {
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if seen_list[y][x].is_some() {
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maze[y * 2 + 1][x * 2 + 1] = true;
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}
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}
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for y in 0..seen_cells.height - 1 {
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if !x_walls[y][x] {
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maze[y * 2 + 2][x * 2 + 1] = true;
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}
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}
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}
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for x in 0..seen_cells.width - 1 {
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for y in 0..seen_cells.height {
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if !y_walls[y][x] {
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maze[y * 2 + 1][x * 2 + 2] = true;
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}
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}
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}
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for x in 0..num_edges.width {
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for y in 0..num_cells.height {
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x_edge_list[y][x] = maze[y][x] != maze[y][x + 1];
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}
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}
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for x in 0..num_cells.width {
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for y in 0..num_edges.height {
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y_edge_list[y][x] = maze[y][x] != maze[y + 1][x];
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}
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}
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for x in 0..num_edges.width {
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for y in 0..num_cells.height {
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if x_edge_list[y][x] {
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x_edge_list[y][x] = false;
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add_vertex(Point::new(x as i32 + 1, y as i32 + 1), &mut polygon);
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add_vertex(Point::new(x as i32 + 1, y as i32), &mut polygon);
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add_edge(Point::new(x as i32, y as i32 - 1), Point::new(0, -1), &mut polygon, &mut x_edge_list, &mut y_edge_list);
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islands.push(Polygon::new(&polygon));
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polygon.clear();
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}
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}
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}
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OutlinePoints {
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islands,
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fill_points: vec![],
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size: *size,
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play_box,
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intersections_box,
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}
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}
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}
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impl LandGenerator for MazeLandGenerator {
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fn generate_land<T: Copy + PartialEq + Default, I: Iterator<Item = u32>>(
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&self,
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parameters: &LandGenerationParameters<T>,
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random_numbers: &mut I,
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) -> Land2D<T> {
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let do_invert = false;
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let (basic, zero) = if do_invert {
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(parameters.zero, parameters.basic)
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} else {
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(parameters.basic, parameters.zero)
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};
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let land_size = Size::new(self.maze_template.width, self.maze_template.height);
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let mut land = Land2D::new(&land_size, basic);
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let mut points = self.generate_outline(
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&land.size().size(),
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Rect::at_origin(land_size).with_margin(land_size.to_square().width as i32 * -2),
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land.play_box(),
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random_numbers,
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);
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if !parameters.skip_distort {
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points.distort(parameters.distance_divisor, random_numbers);
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}
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if !parameters.skip_bezier {
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points.bezierize(5);
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}
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points.draw(&mut land, zero);
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for p in &points.fill_points {
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land.fill(*p, zero, zero)
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}
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points.draw(&mut land, basic);
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land
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}
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}
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