body & combat primitives wip
This commit is contained in:
21
engine/items/itemprops/armor.go
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21
engine/items/itemprops/armor.go
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@ -0,0 +1,21 @@
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package itemprops
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import "github.com/shopspring/decimal"
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type ArmorProfile struct {
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LayerExtra Armored
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LayerOuter Armored
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LayerMiddle Armored
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LayerInner Armored
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}
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type Armored struct {
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ItemPhysics
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Coverage Coverage
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}
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//Coverage is set of partial coverage from 0 to 1 (0 to 100%)
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type Coverage struct {
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Frontal decimal.Decimal
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Rear decimal.Decimal
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}
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148
engine/items/itemprops/body.go
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148
engine/items/itemprops/body.go
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@ -0,0 +1,148 @@
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package itemprops
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//MedicalSystem организм
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// Humanoid
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// Circuits
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// Intake
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//
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// Breathe: Vessel: Air intake >> mouth/nose -> trachea -> lungs
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// Vessel: Blood >> heart -> lungs -> brain -> heart
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// Eat:
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// Vessel: food >> mouth -> jaws
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// Vessel: pulp >> esophagus -> stomach
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// Congestion:
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// Vessel: Blood >> heart -> guts -> system -> liver -> heart
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// Vessel: pulp >> stomach -> guts -> output
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// Vessel: bile >> liver -> stomach -> guts
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// Fast Congestion
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// Vessel: liquid >> stomach -> guts -> kidney -> bladder -> pulp output
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// Vessel: Blood >> heart -> guts -> system -> kidney -> heart
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// Blood сirculation:
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// Vessel: blood >> heart -> system -> spleen -> heart
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// -> brain -> heart
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// Vision:
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// Vessel: Nerve signal >> eye -> brain
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// Smell:
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// Vessel: Air intake >> nose
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// Vessel: Nerve signal >> nose -> brain
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// Hearing:
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// Vessel: Air pressure >> ear
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// Vessel: Nerve signal >> ear -> brain
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// Touching:
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// Vessel: Phys pressure/Temperature/Solvent >> skin -> nerve tissue -> brain
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// Motion Sense:
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// Vessel: Air pressure >> ear/nose -> inner ear -> brain [feeling fast-moving items]
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// Motion:
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// Vessel: Gravity >> inner ear -> brain [equilibrium]
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// Vessel: Nerve signal >> brain -> major nerve -> [...muscle -> tendon -> bone/joint] -> nerve tissue -> brain
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// Structural:
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// Vessel: Nerve signal >> brain -> spinal brain -> [...muscle] -> nerve tissue -> brain
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// Psychic:
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// Vessel: Nerve signal >> brain -> spinal brain -> brain
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// Consciousness:
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// Vessel: Nerve signal >> brain -> brain
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// Misc
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// Hand Grip ???:
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// Vessel: Nerve signal >> palm -> fingers with off-thumb
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// Stance
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// Body structure:
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// BasePart -> chest -> spine -> joint -> head
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// -> spine -> lowerbody
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// -> [left] joint -> shoulder -> joint -> arm -> joint -> palm -> 5 x finger
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// -> [right] joint -> shoulder -> joint -> arm -> joint -> palm -> 5 x finger
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// -> lowerbody
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// -> [left] joint -> leg -> joint -> hip -> joint -> foot -> 5 x finger
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// -> [right] joint -> leg -> joint -> hip -> joint -> foot -> 5 x finger
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// -> head -> joint -> jaw
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//MedicalSystem Организм
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type MedicalSystem struct {
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BasePart BodyPart
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}
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//MedicalCircuit Система обращения
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type MedicalCircuit struct {
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Provides MedicalAbility
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DependsOn Organ
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Vessel MedicalVessel
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Contains []Organ
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}
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//MedicalVessel кровь, желчь, пульпа, воздух, еда
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type MedicalVessel struct {
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Name string
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Material
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Pressure DimensionItemDensity
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}
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//BodyPart часть тела
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type BodyPart struct {
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LayerExtra MedicalMaterial
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LayerOuter MedicalMaterial
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LayerMiddle MedicalMaterial
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LayerInner MedicalMaterial
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Joints []Joint
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Contains []InnerOrgan
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Exposes []OuterOrgan
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}
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//Joint суставы, к чему и что крепится
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type Joint struct {
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Name string
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ConnectsFrom BodyPart
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ConnectsTo BodyPart
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}
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type Organ struct {
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Name string
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Material
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}
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//InnerOrgan ливер, селезёнка, сердце, кишки итп
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type InnerOrgan struct {
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Organ
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DependsOn MedicalCircuit
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BelongsTo MedicalCircuit
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}
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//OuterOrgan глаза, уши, волосы, когти итп
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type OuterOrgan struct {
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Organ
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DependsOn MedicalCircuit
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BelongsTo MedicalCircuit
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}
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//слой части тела - кожа/чешуя/роговые пластины/хитиновый панцирь, жир, мускулы, кости
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type MedicalMaterial struct {
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Name string
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Material
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MedicalSystemFlags
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}
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//@todo заменить на Medical Circuit
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type MedicalSystemFlags struct {
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//Structural является ли опорным аппаратом
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Structural bool
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//Содежит ли кровь/ихор/
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MajorVeins bool //вход на мотор, сломаешь - быстро выйдет из строя если будет двигаться
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MajorArteria bool //выход, то же самое + высокое давление
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Veins bool //вход на мотор
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Arteria bool //выход из мотора, высокое давление
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MajorNerve bool //повредишь - ниже по суставам не работает
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NerveTissue bool //повредишь - ниже по суставамс болит
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OxygenTube bool //трахея
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OxygenPump bool //лёгкое
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BloodPump bool //мотор
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ContainsCongestionLiquid bool
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IsMainCongestionPump bool
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}
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//MedicalAbility спсобность есть, стоять, не терять равновесие, дышать, выздоравливать, лечить свои органы, видеть итп
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type MedicalAbility string
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37
engine/items/itemprops/item_physics.go
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37
engine/items/itemprops/item_physics.go
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@ -0,0 +1,37 @@
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package itemprops
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import "github.com/shopspring/decimal"
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type ItemPhysics struct {
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Material Material
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Rigidity DimensionItemRigidity
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Size DimensionItemSize
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Temperature DimensionItemTemperature
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}
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//DimensionItemSize length in m (1 mm = 1/1000 of 1m)
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type DimensionItemSize struct {
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Width decimal.Decimal
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Height decimal.Decimal
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// if item is solid - depth in m (1mm = 1/1000 of m)
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Depth decimal.NullDecimal
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//Thickness if item is hollow - thickness of outer item shell, ie for armor, in m (1 mm = 1/1000 of m)
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Thickness decimal.NullDecimal
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}
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//Area is frontal area
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func (d *DimensionItemSize) Area() decimal.Decimal {
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return d.Width.Mul(d.Height)
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}
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//DimensionItemDensity density in kg/m3
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type DimensionItemDensity decimal.Decimal
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//DimensionItemRigidity rigidity жёсткость, способность твёрдого тела, конструкции или её элементов сопротивляться деформации in N/m
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type DimensionItemRigidity decimal.Decimal
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//NotchFractureToughness ударная вязкость по Шарпи, Дж (надо ли?)
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type NotchFractureToughness decimal.Decimal
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//DimensionItemTemperature in celsius, -273 to 10000
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type DimensionItemTemperature decimal.Decimal
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20
engine/items/itemprops/material.go
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20
engine/items/itemprops/material.go
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@ -0,0 +1,20 @@
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package itemprops
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type Material struct {
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Name string
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Flags MaterialFlags
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Density DimensionItemDensity
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FractureToughness NotchFractureToughness
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MeltingPoint DimensionItemTemperature
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BoilingPoint DimensionItemTemperature
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}
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type MaterialFlags struct {
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ConductsElictricity bool
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BlocksLiquid bool
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AcidResistant bool
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BlocksGas bool
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Flammable bool
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ConductsHeat bool
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Radiates bool
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}
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@ -1,48 +1,52 @@
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package screens
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import (
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"fmt"
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"lab.zaar.be/thefish/alchemyst-go/effects"
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
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"strings"
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"context"
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"fmt"
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"lab.zaar.be/thefish/alchemyst-go/effects"
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
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"lab.zaar.be/thefish/alchemyst-go/util/appctx"
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"strings"
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)
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type DevmenuScreen struct {
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mw *mainwindow.MainWindow
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controller *ecs.Controller
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scm *types.ScreenManager
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state *gamestate.GameState
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types.Rect
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ctx context.Context
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mw *mainwindow.MainWindow
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controller *ecs.Controller
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scm *types.ScreenManager
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state *gamestate.GameState
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types.Rect
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renderParent bool
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renderParent bool
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bgColor string
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fgColor string
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bgColor string
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fgColor string
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}
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func NewDevmenuScreen(mw *mainwindow.MainWindow, controller *ecs.Controller, scm *types.ScreenManager, state *gamestate.GameState, rect types.Rect, renderParent bool) *DevmenuScreen {
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return &DevmenuScreen{
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mw: mw,
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controller: controller,
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scm: scm,
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state: state,
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func NewDevmenuScreen(ctx context.Context, mw *mainwindow.MainWindow, controller *ecs.Controller, scm *types.ScreenManager, state *gamestate.GameState, rect types.Rect, renderParent bool) *DevmenuScreen {
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return &DevmenuScreen{
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ctx: ctx,
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mw: mw,
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controller: controller,
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scm: scm,
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state: state,
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Rect: rect,
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renderParent: renderParent,
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}
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Rect: rect,
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renderParent: renderParent,
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}
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}
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func (devm *DevmenuScreen) SetBgColor(color string) *DevmenuScreen {
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devm.bgColor = color
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return devm
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devm.bgColor = color
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return devm
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}
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func (devm *DevmenuScreen) SetFgColor(color string) *DevmenuScreen {
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devm.fgColor = color
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return devm
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devm.fgColor = color
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return devm
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}
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func (devm *DevmenuScreen) UseEcs() bool { return false }
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@ -50,66 +54,66 @@ func (devm *DevmenuScreen) Enter() {
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}
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func (devm *DevmenuScreen) HandleInput(input string) {
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switch input {
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case "i":
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level := devm.state.Level
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for idx, _ := range level.Tiles {
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level.Tiles[idx].Visible = false
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level.Tiles[idx].Explored = false
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}
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devm.scm.SetScreen(devm.scm.PreviousScreen)
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break
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case "v":
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level := devm.state.Level
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for idx, _ := range level.Tiles {
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level.Tiles[idx].Visible = true
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level.Tiles[idx].Explored = true
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}
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fmt.Printf("making everything visible!")
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devm.scm.SetScreen(devm.scm.PreviousScreen)
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break
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case "p":
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if devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall) {
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devm.controller.RemoveComponent(devm.state.Player, effects.BuffPassWall)
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} else {
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devm.controller.AddComponent(devm.state.Player, effects.PassWall{})
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}
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case "Escape":
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fallthrough
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case "Space":
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devm.scm.SetScreen(devm.scm.PreviousScreen)
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break
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}
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switch input {
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case "i":
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level := devm.state.Level
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for idx, _ := range level.Tiles {
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level.Tiles[idx].Visible = false
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level.Tiles[idx].Explored = false
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}
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devm.scm.SetScreen(devm.scm.PreviousScreen)
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break
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case "v":
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level := devm.state.Level
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for idx, _ := range level.Tiles {
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level.Tiles[idx].Visible = true
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level.Tiles[idx].Explored = true
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}
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appctx.Logger(devm.ctx).Warn().Msg("making everything visible!")
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devm.scm.SetScreen(devm.scm.PreviousScreen)
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break
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case "p":
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if devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall) {
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devm.controller.RemoveComponent(devm.state.Player, effects.BuffPassWall)
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} else {
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devm.controller.AddComponent(devm.state.Player, effects.PassWall{})
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}
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case "Escape":
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fallthrough
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case "Space":
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devm.scm.SetScreen(devm.scm.PreviousScreen)
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break
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}
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}
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func (devm *DevmenuScreen) Exit() {
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if devm.renderParent {
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devm.scm.PreviousScreen.Render()
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}
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menuLayer := devm.mw.GetLayer("menu")
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menuLayer.ClearRect(devm.Rect)
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bgLayer := devm.mw.GetLayer("menubg")
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bgLayer.ClearRect(devm.Rect)
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if devm.renderParent {
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devm.scm.PreviousScreen.Render()
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}
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menuLayer := devm.mw.GetLayer("menu")
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menuLayer.ClearRect(devm.Rect)
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bgLayer := devm.mw.GetLayer("menubg")
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bgLayer.ClearRect(devm.Rect)
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}
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func (devm *DevmenuScreen) Render() {
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menuLayer := devm.mw.GetLayer("menu")
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menuLayer.ClearRect(devm.Rect)
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bgLayer := devm.mw.GetLayer("menubg")
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bgLayer.ClearRect(devm.Rect)
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bgLayer.WithColor(devm.bgColor).NewWindow(devm.Rect).NoBorder()
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menuLayer := devm.mw.GetLayer("menu")
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menuLayer.ClearRect(devm.Rect)
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bgLayer := devm.mw.GetLayer("menubg")
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bgLayer.ClearRect(devm.Rect)
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bgLayer.WithColor(devm.bgColor).NewWindow(devm.Rect).NoBorder()
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menuLayer.WithColor(devm.fgColor).PrintInside(
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devm.Rect,
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strings.Join([]string{
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"Действия для разработчика:",
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"[color=green]v[/color] - set all tiles visible",
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"[color=green]i[/color] - set all tiles invisible",
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fmt.Sprintf("[color=green]p[/color] - toggle passwall: %v",
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devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall),
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),
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}, "\n"),
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1,
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)
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menuLayer.Print(devm.X+2, devm.Y+devm.H-1, "[color=green]Space[/color] to close")
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menuLayer.WithColor(devm.fgColor).PrintInside(
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devm.Rect,
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strings.Join([]string{
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"Действия для разработчика:",
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"[color=green]v[/color] - set all tiles visible",
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"[color=green]i[/color] - set all tiles invisible",
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fmt.Sprintf("[color=green]p[/color] - toggle passwall: %v",
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devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall),
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),
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}, "\n"),
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1,
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)
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menuLayer.Print(devm.X+2, devm.Y+devm.H-1, "[color=green]Space[/color] to close")
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}
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Reference in New Issue
Block a user