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: bsp_interior.rs
    path of file: ./repos/rustrogueliketutorial/chapter-32-voronoi/src/map_builders
    
    the code of the file until where you have to start completion: use super::{MapBuilder, Map, Rect, TileType, Position, spawner, SHOW_MAPGEN_VISUALIZER,
    draw_corridor};
use rltk::RandomNumberGenerator;
use specs::prelude::*;

const MIN_ROOM_SIZE : i32 = 8;

pub struct BspInteriorBuilder {
    map : Map,
    starting_position : Position,
    depth: i32,
    rooms: Vec<Rect>,
    history: Vec<Map>,
    rects: Vec<Rect>
}

impl MapBuilder for BspInteriorBuilder {
    fn get_map(&self) -> Map {
        self.map.clone()
    }

    fn get_starting_position(&self) -> Position {
        self.starting_position.clone()
    }

    fn get_snapshot_history(&self) -> Vec<Map> {
        self.history.clone()
    }

    fn build_map(&mut self)  {
        self.build();
    }

    fn spawn_entities(&mut self, ecs : &mut World) {
        for room in self.rooms.iter().skip(1) {
            spawner::spawn_room(ecs, room, self.depth);
        }
    }

    fn take_snapshot(&mut self) {
        if SHOW_MAPGEN_VISUALIZER {
            let mut snapshot = self.map.clone();
            for v in snapshot.revealed_tiles.iter_mut() {
                *v = true;
            }
            self.history.push(snapshot);
        }
    }
}

impl BspInteriorBuilder {
    pub fn new(new_depth : i32) -> BspInteriorBuilder {
        BspInteriorBuilder{
            map : Map::new(new_depth),
            starting_position : Position{ x: 0, y : 0 },
            depth : new_depth,
            rooms: Vec::new(),
            history: Vec::new(),
            rects: Vec::new()
        }
    }

    fn build(&mut self) {
        let mut rng = RandomNumberGenerator::new();

        self.rects.clear();
    
    fn build(&mut self) {
        let mut rng = RandomNumberGenerator::new();

        self.rects.clear();
        self.rects.push( Rect::new(1, 1, self.map.width-2, self.map.height-2) ); // Start with a single map-sized rectangle
        let first_room = self.rects[0];
        self.add_subrects(first_room, &mut rng); // Divide the first room

        let rooms = self.rects.clone();
        for r in rooms.iter() {
            let room = *r;
            //room.x2 -= 1;
            //room.y2 -= 1;
            self.rooms.push(room);
            for y in room.y1 .. room.y2 {
                for x in room.x1 .. room.x2 {
                    let idx = self.map.xy_idx(x, y);
                    if idx > 0 && idx < ((self.map.width * self.map.height)-1) as usize {
                        self.map.tiles[idx] = TileType::Floor;
                    }
                }
            }
            self.take_snapshot();
        }

        // Now we want corridors
        for i in 0..self.rooms.len()-1 {
            let room = self.rooms[i];
            let next_room = self.rooms[i+1];
            let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2))-1);
            let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2))-1);
            let end_x = next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2))-1);
            let end_y = next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2))-1);
            draw_corridor(&mut self.map, start_x, start_y, end_x, end_y);
            self.take_snapshot();
        }

        // Don't forget the stairs
        let stairs = self.rooms[self.rooms.len()-1].center();
        let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
        self.map.tiles[stairs_idx] = TileType::DownStairs;
        self.take_snapshot();

        // Place the player
        let start = self.rooms[0].center();
        self.starting_position = Position{ x: start.0, y: start.1 };
    }