def tunnler(self):
     dungeon_level = self.dungeon_level
     center_position = (dungeon_level.width / 2, dungeon_level.height / 2)
     brush = dgen.SinglePointBrush(dgen.ReplaceComponent(terrain.Floor))
     end_condition = dgen.CountDownCondition(17)
     move_list = list(direction.AXIS_DIRECTIONS)
     dgen.dfs_tunnler(dungeon_level, center_position, 4, 12, brush,
                      end_condition, move_list)
 def drunkard_walk(self):
     dungeon_level = self.dungeon_level
     center_position = (dungeon_level.width / 2, dungeon_level.height / 2)
     brush = dgen.SinglePointBrush(dgen.ReplaceComponent(terrain.Floor))
     end_condition = dgen.CountDownCondition(dungeon_level.width *
                                             dungeon_level.height * 0.2)
     move_list = list(direction.DIRECTIONS)
     dgen.drunkard_walk(dungeon_level, center_position, brush,
                        end_condition, move_list)
 def random_explosion(self):
     dungeon_level = self.dungeon_level
     center_position = (dungeon_level.width / 2, dungeon_level.height / 2)
     brush = dgen.SinglePointBrush(dgen.ReplaceComponent(terrain.Floor))
     end_condition = dgen.CountDownCondition(dungeon_level.width *
                                             dungeon_level.height * 0.1)
     move_list = list(direction.AXIS_DIRECTIONS)
     dgen.random_explosion(dungeon_level, center_position, brush,
                           end_condition, move_list)
 def fractal_room(self):
     dungeon_level = self.dungeon_level
     center_position = (dungeon_level.width / 2, dungeon_level.height / 2)
     brush = dgen.RandomTriShapedBrush(dgen.ReplaceComponent(terrain.Floor))
     dgen.fractal_room(dungeon_level, center_position, brush)