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MansionGrid

Struct MansionGrid 

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pub(super) struct MansionGrid {
    pub(super) base_grid: SimpleGrid,
    pub(super) third_floor_grid: SimpleGrid,
    pub(super) floor_rooms: [SimpleGrid; 3],
    pub(super) entrance_x: i32,
    pub(super) entrance_y: i32,
}

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§base_grid: SimpleGrid§third_floor_grid: SimpleGrid§floor_rooms: [SimpleGrid; 3]§entrance_x: i32§entrance_y: i32

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impl MansionGrid

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pub(super) fn new(rng: &mut LegacyRandom) -> Self

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pub(super) fn recursive_corridor( grid: &mut SimpleGrid, rng: &mut LegacyRandom, x: i32, y: i32, heading: Direction, depth: i32, )

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pub(super) fn clean_edges(grid: &mut SimpleGrid) -> bool

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pub(super) fn identify_rooms( from: &SimpleGrid, rooms: &mut SimpleGrid, rng: &mut LegacyRandom, )

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pub(super) fn setup_third_floor( base: &SimpleGrid, third: &mut SimpleGrid, floor_rooms: &mut [SimpleGrid; 3], rng: &mut LegacyRandom, )

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pub(super) fn is_room_id( &self, x: i32, y: i32, floor: usize, room_id: i32, ) -> bool

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pub(super) fn get_1x2_room_direction( &self, x: i32, y: i32, floor: usize, room_id: i32, ) -> Option<Direction>

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pub(super) fn get_1x2_room_direction_static( floor_rooms: &SimpleGrid, x: i32, y: i32, room_id: i32, ) -> Option<Direction>

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