You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: drunkard.rs
    path of file: ./repos/HandsOnRust/InventoryAndPowerUps/potions_and_scrolls/src/map_builder
    
    the code of the file until where you have to start completion: use crate::prelude::*;
use super::MapArchitect;

const STAGGER_DISTANCE: usize = 400;
const NUM_TILES: usize = (SCREEN_WIDTH * SCREEN_HEIGHT) as usize;
const DESIRED_FLOOR : usize = NUM_TILES / 3;

pub struct DrunkardsWalkArchitect {}

impl MapArchitect for DrunkardsWalkArchitect {
    fn new(&mut self, rng: &mut RandomNumberGenerator) -> MapBuilder {
        let mut mb = MapBuilder{
            map : Map::new(),
            rooms : Vec::new(),
            monster_spawns : Vec::new(),
            player_start : Point::zero(),
            amulet_start : Point::zero(),
            theme: super::themes::DungeonTheme::new()
        };

        mb.fill(TileType::Wall);
        let center = Point::new(SCREEN_WIDTH /2, SCREEN_HEIGHT/2);
        self.drunkard(&center, rng, &mut mb.map);
        while mb.map.tiles.iter()
            .filter(|t| **t == TileType::Floor).count() < DESIRED_FLOOR// (1)
        {
            self.drunkard(
                &Point::new(
                    rng.range(0, SCREEN_WIDTH),
                    rng.range(0, SCREEN_HEIGHT)
                ),
                rng,
                &mut mb.map
            );// (2)
            let dijkstra_map = DijkstraMap::new(// (3)
                SCREEN_WIDTH,
                SCREEN_HEIGHT,
                &vec![mb.map.point2d_to_index(center)],
         
    
    fn new(&mut self, rng: &mut RandomNumberGenerator) -> MapBuilder {
        let mut mb = MapBuilder{
            map : Map::new(),
            rooms : Vec::new(),
            monster_spawns : Vec::new(),
            player_start : Point::zero(),
            amulet_start : Point::zero(),
            theme: super::themes::DungeonTheme::new()
        };

        mb.fill(TileType::Wall);
        let center = Point::new(SCREEN_WIDTH /2, SCREEN_HEIGHT/2);
        self.drunkard(&center, rng, &mut mb.map);
        while mb.map.tiles.iter()
            .filter(|t| **t == TileType::Floor).count() < DESIRED_FLOOR// (1)
        {
            self.drunkard(
                &Point::new(
                    rng.range(0, SCREEN_WIDTH),
                    rng.range(0, SCREEN_HEIGHT)
                ),
                rng,
                &mut mb.map
            );// (2)
            let dijkstra_map = DijkstraMap::new(// (3)
                SCREEN_WIDTH,
                SCREEN_HEIGHT,
                &vec![mb.map.point2d_to_index(center)],
                &mb.map,
                1024.0
            );
            dijkstra_map.map// (4)
                .iter()
                .enumerate()// (5)
                .filter(|(_, distance)| *distance > &2000.0)
                .for_each(|(idx, _)| mb.map.tiles[idx] = TileType::Wall);
        }
        mb.monster_spawns = mb.spawn_monsters(&center, rng);
        mb.player_start = center;
        mb.amulet_start = mb.find_most_distant();
        mb
    }