pub struct Prefab {
pub name: String,
pub width: usize,
pub height: usize,
pub cells: Vec<PrefabCell>,
pub symbols: Vec<char>,
pub legend: Option<HashMap<char, PrefabLegendEntry>>,
pub weight: f32,
pub tags: Vec<String>,
}Fields§
§name: String§width: usize§height: usize§cells: Vec<PrefabCell>§symbols: Vec<char>§legend: Option<HashMap<char, PrefabLegendEntry>>§weight: f32Implementations§
Source§impl Prefab
impl Prefab
pub fn new(pattern: &[&str]) -> Self
Sourcepub fn from_data(data: PrefabData) -> Self
pub fn from_data(data: PrefabData) -> Self
Examples found in repository?
examples/phase4_workflow.rs (line 306)
281fn create_specialized_library() -> PrefabLibrary {
282 let mut library = PrefabLibrary::new();
283
284 // Boss room (very rare, large)
285 let boss_room = PrefabData {
286 name: "boss_chamber".to_string(),
287 width: 9,
288 height: 7,
289 pattern: vec![
290 "#########".to_string(),
291 "#.......#".to_string(),
292 "#..###..#".to_string(),
293 "#..#B#..#".to_string(),
294 "#..###..#".to_string(),
295 "#.......#".to_string(),
296 "#########".to_string(),
297 ],
298 weight: 0.2,
299 tags: vec![
300 "boss".to_string(),
301 "special".to_string(),
302 "large".to_string(),
303 ],
304 legend: None,
305 };
306 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(boss_room));
307
308 // Treasure room (rare)
309 let treasure_room = PrefabData {
310 name: "treasure_vault".to_string(),
311 width: 5,
312 height: 5,
313 pattern: vec![
314 "#####".to_string(),
315 "#...#".to_string(),
316 "#.T.#".to_string(),
317 "#...#".to_string(),
318 "#####".to_string(),
319 ],
320 weight: 0.8,
321 tags: vec![
322 "treasure".to_string(),
323 "special".to_string(),
324 "small".to_string(),
325 ],
326 legend: None,
327 };
328 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(treasure_room));
329
330 // Secret passage (uncommon)
331 let secret_passage = PrefabData {
332 name: "secret_passage".to_string(),
333 width: 3,
334 height: 7,
335 pattern: vec![
336 "###".to_string(),
337 "#.#".to_string(),
338 "#.#".to_string(),
339 "#.#".to_string(),
340 "#.#".to_string(),
341 "#.#".to_string(),
342 "###".to_string(),
343 ],
344 weight: 1.2,
345 tags: vec!["secret".to_string(), "corridor".to_string()],
346 legend: None,
347 };
348 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(secret_passage));
349
350 library
351}More examples
examples/advanced_prefabs.rs (line 212)
193fn create_sample_library() -> PrefabLibrary {
194 let mut library = PrefabLibrary::new();
195
196 // Small room (high weight)
197 let small_room = PrefabData {
198 name: "small_room".to_string(),
199 width: 5,
200 height: 5,
201 pattern: vec![
202 "#####".to_string(),
203 "#...#".to_string(),
204 "#...#".to_string(),
205 "#...#".to_string(),
206 "#####".to_string(),
207 ],
208 weight: 3.0,
209 tags: vec!["room".to_string(), "small".to_string()],
210 legend: None,
211 };
212 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(small_room));
213
214 // Large room (medium weight)
215 let large_room = PrefabData {
216 name: "large_room".to_string(),
217 width: 7,
218 height: 6,
219 pattern: vec![
220 "#######".to_string(),
221 "#.....#".to_string(),
222 "#.....#".to_string(),
223 "#.....#".to_string(),
224 "#.....#".to_string(),
225 "#######".to_string(),
226 ],
227 weight: 1.5,
228 tags: vec!["room".to_string(), "large".to_string()],
229 legend: None,
230 };
231 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(large_room));
232
233 // Corridor (low weight)
234 let corridor = PrefabData {
235 name: "corridor".to_string(),
236 width: 7,
237 height: 3,
238 pattern: vec![
239 "#######".to_string(),
240 ".......".to_string(),
241 "#######".to_string(),
242 ],
243 weight: 0.8,
244 tags: vec!["corridor".to_string(), "connection".to_string()],
245 legend: None,
246 };
247 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(corridor));
248
249 // L-shaped room (rare)
250 let mut legend = std::collections::HashMap::new();
251 legend.insert(
252 "M".to_string(),
253 terrain_forge::algorithms::PrefabLegendEntry {
254 tile: Some("floor".to_string()),
255 marker: Some("loot_slot".to_string()),
256 mask: None,
257 },
258 );
259 let l_room = PrefabData {
260 name: "l_shaped_room".to_string(),
261 width: 6,
262 height: 6,
263 pattern: vec![
264 "######".to_string(),
265 "#....#".to_string(),
266 "#....#".to_string(),
267 "#..M##".to_string(),
268 "#..###".to_string(),
269 "######".to_string(),
270 ],
271 weight: 0.5,
272 tags: vec![
273 "room".to_string(),
274 "special".to_string(),
275 "l_shaped".to_string(),
276 ],
277 legend: Some(legend),
278 };
279 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(l_room));
280
281 library
282}pub fn rect(w: usize, h: usize) -> Self
Sourcepub fn rotated(&self) -> Self
pub fn rotated(&self) -> Self
Rotate prefab 90 degrees clockwise
Examples found in repository?
examples/advanced_prefabs.rs (line 69)
10fn main() {
11 println!("=== Advanced Prefab System Demo ===\n");
12
13 // Step 1: Create prefab library programmatically
14 println!("1. Creating Prefab Library:");
15 let library = create_sample_library();
16
17 println!(
18 " Created library with {} prefabs:",
19 library.get_prefabs().len()
20 );
21 for prefab in library.get_prefabs() {
22 println!(
23 " - {} ({}x{}, weight: {:.1}, tags: {:?})",
24 prefab.name, prefab.width, prefab.height, prefab.weight, prefab.tags
25 );
26 }
27
28 // Step 2: Demonstrate weighted selection
29 println!("\n2. Weighted Selection Test:");
30 let mut rng = Rng::new(12345);
31 let mut selection_counts = std::collections::HashMap::new();
32
33 for _ in 0..100 {
34 if let Some(prefab) = library.select_weighted(&mut rng, None) {
35 *selection_counts.entry(prefab.name.clone()).or_insert(0) += 1;
36 }
37 }
38
39 println!(" Selection frequency (100 trials):");
40 for (name, count) in &selection_counts {
41 println!(" {}: {} times", name, count);
42 }
43
44 // Step 3: Tag-based selection
45 println!("\n3. Tag-based Selection:");
46 let room_prefabs = library.get_by_tag("room");
47 let corridor_prefabs = library.get_by_tag("corridor");
48
49 println!(" Room prefabs: {}", room_prefabs.len());
50 for prefab in &room_prefabs {
51 println!(" - {}", prefab.name);
52 }
53
54 println!(" Corridor prefabs: {}", corridor_prefabs.len());
55 for prefab in &corridor_prefabs {
56 println!(" - {}", prefab.name);
57 }
58
59 // Step 4: Transformation examples
60 println!("\n4. Prefab Transformations:");
61 if let Some(base_prefab) = library.get_prefabs().first() {
62 println!(
63 " Base prefab '{}' ({}x{}):",
64 base_prefab.name, base_prefab.width, base_prefab.height
65 );
66 print_prefab_pattern(base_prefab);
67
68 // Rotation
69 let rotated = base_prefab.rotated();
70 println!(
71 " After 90° rotation ({}x{}):",
72 rotated.width, rotated.height
73 );
74 print_prefab_pattern(&rotated);
75
76 // Horizontal mirror
77 let mirrored = base_prefab.mirrored_horizontal();
78 println!(
79 " After horizontal mirror ({}x{}):",
80 mirrored.width, mirrored.height
81 );
82 print_prefab_pattern(&mirrored);
83
84 // Combined transformation
85 let transform = PrefabTransform {
86 rotation: 1,
87 mirror_h: true,
88 mirror_v: false,
89 };
90 let transformed = transform.apply(base_prefab);
91 println!(
92 " After rotation + mirror ({}x{}):",
93 transformed.width, transformed.height
94 );
95 print_prefab_pattern(&transformed);
96 }
97
98 // Step 5: Generation with advanced prefabs
99 println!("\n5. Generation with Advanced Prefabs:");
100 let config = PrefabConfig {
101 max_prefabs: 5,
102 min_spacing: 3,
103 allow_rotation: true,
104 allow_mirroring: true,
105 weighted_selection: true,
106 placement_mode: terrain_forge::algorithms::PrefabPlacementMode::Overwrite,
107 tags: None,
108 };
109
110 let placer = PrefabPlacer::new(config, library.clone());
111 let mut grid = Grid::new(30, 25);
112 placer.generate(&mut grid, 54321);
113
114 let floor_count = grid.count(|t| t.is_floor());
115 println!(
116 " Generated {}x{} grid with {} floor tiles",
117 grid.width(),
118 grid.height(),
119 floor_count
120 );
121
122 print_grid(&grid);
123
124 // Step 6: JSON serialization example
125 println!("\n6. JSON Serialization:");
126 match library.save_to_json("prefab_library.json") {
127 Ok(()) => {
128 println!(" ✅ Saved library to prefab_library.json");
129
130 // Try to load it back
131 match PrefabLibrary::load_from_json("prefab_library.json") {
132 Ok(loaded_library) => {
133 println!(" ✅ Successfully loaded library back");
134 println!(" Loaded {} prefabs", loaded_library.get_prefabs().len());
135 }
136 Err(e) => println!(" ❌ Failed to load: {}", e),
137 }
138 }
139 Err(e) => println!(" ❌ Failed to save: {}", e),
140 }
141
142 // Step 7: Performance comparison
143 println!("\n7. Performance Comparison:");
144
145 // Simple generation
146 let simple_config = PrefabConfig {
147 max_prefabs: 10,
148 min_spacing: 2,
149 allow_rotation: false,
150 allow_mirroring: false,
151 weighted_selection: false,
152 placement_mode: terrain_forge::algorithms::PrefabPlacementMode::Overwrite,
153 tags: None,
154 };
155
156 let start = std::time::Instant::now();
157 let simple_placer = PrefabPlacer::new(simple_config, library.clone());
158 let mut simple_grid = Grid::new(40, 30);
159 simple_placer.generate(&mut simple_grid, 98765);
160 let simple_time = start.elapsed();
161
162 // Advanced generation
163 let advanced_config = PrefabConfig {
164 max_prefabs: 10,
165 min_spacing: 2,
166 allow_rotation: true,
167 allow_mirroring: true,
168 weighted_selection: true,
169 placement_mode: terrain_forge::algorithms::PrefabPlacementMode::Overwrite,
170 tags: None,
171 };
172
173 let start = std::time::Instant::now();
174 let advanced_placer = PrefabPlacer::new(advanced_config, library);
175 let mut advanced_grid = Grid::new(40, 30);
176 advanced_placer.generate(&mut advanced_grid, 98765);
177 let advanced_time = start.elapsed();
178
179 println!(" Simple generation: {:?}", simple_time);
180 println!(" Advanced generation: {:?}", advanced_time);
181 println!(
182 " Overhead: {:.1}x",
183 advanced_time.as_nanos() as f32 / simple_time.as_nanos() as f32
184 );
185
186 println!("\n✅ Advanced prefab system demo complete!");
187 println!(" - JSON serialization for persistent libraries");
188 println!(" - Weighted selection for balanced generation");
189 println!(" - Transformations for variety and reuse");
190 println!(" - Tag-based organization for targeted selection");
191}Sourcepub fn mirrored_horizontal(&self) -> Self
pub fn mirrored_horizontal(&self) -> Self
Mirror prefab horizontally
Examples found in repository?
examples/advanced_prefabs.rs (line 77)
10fn main() {
11 println!("=== Advanced Prefab System Demo ===\n");
12
13 // Step 1: Create prefab library programmatically
14 println!("1. Creating Prefab Library:");
15 let library = create_sample_library();
16
17 println!(
18 " Created library with {} prefabs:",
19 library.get_prefabs().len()
20 );
21 for prefab in library.get_prefabs() {
22 println!(
23 " - {} ({}x{}, weight: {:.1}, tags: {:?})",
24 prefab.name, prefab.width, prefab.height, prefab.weight, prefab.tags
25 );
26 }
27
28 // Step 2: Demonstrate weighted selection
29 println!("\n2. Weighted Selection Test:");
30 let mut rng = Rng::new(12345);
31 let mut selection_counts = std::collections::HashMap::new();
32
33 for _ in 0..100 {
34 if let Some(prefab) = library.select_weighted(&mut rng, None) {
35 *selection_counts.entry(prefab.name.clone()).or_insert(0) += 1;
36 }
37 }
38
39 println!(" Selection frequency (100 trials):");
40 for (name, count) in &selection_counts {
41 println!(" {}: {} times", name, count);
42 }
43
44 // Step 3: Tag-based selection
45 println!("\n3. Tag-based Selection:");
46 let room_prefabs = library.get_by_tag("room");
47 let corridor_prefabs = library.get_by_tag("corridor");
48
49 println!(" Room prefabs: {}", room_prefabs.len());
50 for prefab in &room_prefabs {
51 println!(" - {}", prefab.name);
52 }
53
54 println!(" Corridor prefabs: {}", corridor_prefabs.len());
55 for prefab in &corridor_prefabs {
56 println!(" - {}", prefab.name);
57 }
58
59 // Step 4: Transformation examples
60 println!("\n4. Prefab Transformations:");
61 if let Some(base_prefab) = library.get_prefabs().first() {
62 println!(
63 " Base prefab '{}' ({}x{}):",
64 base_prefab.name, base_prefab.width, base_prefab.height
65 );
66 print_prefab_pattern(base_prefab);
67
68 // Rotation
69 let rotated = base_prefab.rotated();
70 println!(
71 " After 90° rotation ({}x{}):",
72 rotated.width, rotated.height
73 );
74 print_prefab_pattern(&rotated);
75
76 // Horizontal mirror
77 let mirrored = base_prefab.mirrored_horizontal();
78 println!(
79 " After horizontal mirror ({}x{}):",
80 mirrored.width, mirrored.height
81 );
82 print_prefab_pattern(&mirrored);
83
84 // Combined transformation
85 let transform = PrefabTransform {
86 rotation: 1,
87 mirror_h: true,
88 mirror_v: false,
89 };
90 let transformed = transform.apply(base_prefab);
91 println!(
92 " After rotation + mirror ({}x{}):",
93 transformed.width, transformed.height
94 );
95 print_prefab_pattern(&transformed);
96 }
97
98 // Step 5: Generation with advanced prefabs
99 println!("\n5. Generation with Advanced Prefabs:");
100 let config = PrefabConfig {
101 max_prefabs: 5,
102 min_spacing: 3,
103 allow_rotation: true,
104 allow_mirroring: true,
105 weighted_selection: true,
106 placement_mode: terrain_forge::algorithms::PrefabPlacementMode::Overwrite,
107 tags: None,
108 };
109
110 let placer = PrefabPlacer::new(config, library.clone());
111 let mut grid = Grid::new(30, 25);
112 placer.generate(&mut grid, 54321);
113
114 let floor_count = grid.count(|t| t.is_floor());
115 println!(
116 " Generated {}x{} grid with {} floor tiles",
117 grid.width(),
118 grid.height(),
119 floor_count
120 );
121
122 print_grid(&grid);
123
124 // Step 6: JSON serialization example
125 println!("\n6. JSON Serialization:");
126 match library.save_to_json("prefab_library.json") {
127 Ok(()) => {
128 println!(" ✅ Saved library to prefab_library.json");
129
130 // Try to load it back
131 match PrefabLibrary::load_from_json("prefab_library.json") {
132 Ok(loaded_library) => {
133 println!(" ✅ Successfully loaded library back");
134 println!(" Loaded {} prefabs", loaded_library.get_prefabs().len());
135 }
136 Err(e) => println!(" ❌ Failed to load: {}", e),
137 }
138 }
139 Err(e) => println!(" ❌ Failed to save: {}", e),
140 }
141
142 // Step 7: Performance comparison
143 println!("\n7. Performance Comparison:");
144
145 // Simple generation
146 let simple_config = PrefabConfig {
147 max_prefabs: 10,
148 min_spacing: 2,
149 allow_rotation: false,
150 allow_mirroring: false,
151 weighted_selection: false,
152 placement_mode: terrain_forge::algorithms::PrefabPlacementMode::Overwrite,
153 tags: None,
154 };
155
156 let start = std::time::Instant::now();
157 let simple_placer = PrefabPlacer::new(simple_config, library.clone());
158 let mut simple_grid = Grid::new(40, 30);
159 simple_placer.generate(&mut simple_grid, 98765);
160 let simple_time = start.elapsed();
161
162 // Advanced generation
163 let advanced_config = PrefabConfig {
164 max_prefabs: 10,
165 min_spacing: 2,
166 allow_rotation: true,
167 allow_mirroring: true,
168 weighted_selection: true,
169 placement_mode: terrain_forge::algorithms::PrefabPlacementMode::Overwrite,
170 tags: None,
171 };
172
173 let start = std::time::Instant::now();
174 let advanced_placer = PrefabPlacer::new(advanced_config, library);
175 let mut advanced_grid = Grid::new(40, 30);
176 advanced_placer.generate(&mut advanced_grid, 98765);
177 let advanced_time = start.elapsed();
178
179 println!(" Simple generation: {:?}", simple_time);
180 println!(" Advanced generation: {:?}", advanced_time);
181 println!(
182 " Overhead: {:.1}x",
183 advanced_time.as_nanos() as f32 / simple_time.as_nanos() as f32
184 );
185
186 println!("\n✅ Advanced prefab system demo complete!");
187 println!(" - JSON serialization for persistent libraries");
188 println!(" - Weighted selection for balanced generation");
189 println!(" - Transformations for variety and reuse");
190 println!(" - Tag-based organization for targeted selection");
191}Sourcepub fn mirrored_vertical(&self) -> Self
pub fn mirrored_vertical(&self) -> Self
Mirror prefab vertically
pub fn cell_tile(&self, x: usize, y: usize) -> Option<Tile>
pub fn cell_marker(&self, x: usize, y: usize) -> Option<&str>
pub fn cell_mask(&self, x: usize, y: usize) -> Option<&str>
pub fn has_tag(&self, tag: &str) -> bool
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Prefab
impl RefUnwindSafe for Prefab
impl Send for Prefab
impl Sync for Prefab
impl Unpin for Prefab
impl UnwindSafe for Prefab
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more