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License: Other
The classic Micropolis (Sim City 1) game rewritten in Rust and React, with WebAssembly support.
License: Other
thread 'main' panicked at 'MapGenerator.plop_big_river set tile error: "MapGenerator.set_tile map X overflow"', micropolis_core/src/map/generator.rs:548:22
First investigation: we use a real RNG instead of the original C++ PNRG. This may cause some issues. If this is not the cause, check the conformity of all logic code.
Check that all lines are the proper equivalent of the C++ code.
Fix clippy warnings. Improve idiomatic code wherever possible and easy to do so.
Hi, I'm the author of the Micro Entertainment Pack a collection of games written in Rust using my tesserae tile graphics library.
I was thinking it would be super cool to write a port of micropolis using an interface from my library, and I found that you seem to have already ported it to Rust!
What's the status of this project? Would I be able to take the micropolis_core crate, add an interface and have the full simcity experience? Or is there still more work to be done?
See - in MicopolisCore - the simulate.cpp
file.
Ever since #3, the Core map generator always outputs the same result:
Both randomness and correctness are broken.
Following the builder pattern, provide a new CityBuilder
facility accessible from the WASM interface.
let mut city_generator = CityGeneratorBuilder::new()
.set_map_generator_options(/* ... */)
.set_simulation_rng_seed(123456)
.build()?;
let map1 = city_generator.build_random_map(1234)?;
let map2 = city_generator.build_random_map(4567)?;
let city = city_generator.generate(GameLevelDifficulty::Normal, map1)?;
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