resolve conflicts
This commit is contained in:
@ -8,7 +8,7 @@ import (
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//fixme move to config
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var mapWidth = 150
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var mapHeight = 100
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var mapHeight = 90
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type Level struct {
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@ -17,7 +17,7 @@ type Level struct {
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Name string
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Branch string
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Depth int
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Objects []ecs.Entity
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Objects *[]ecs.Entity
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Tiles []*Tile
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}
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@ -49,6 +49,7 @@ func (l *Level) Put (x, y int, tileFunc interface{}) {
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func NewLevel(ctx util.ClientCtx, branch string, depth int) *Level {
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l := &Level{
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ctx: ctx,
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Name: branch + string(depth),
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Depth: depth,
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Rect: types.NewRect(0,0, mapWidth, mapHeight),
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@ -58,6 +59,12 @@ func NewLevel(ctx util.ClientCtx, branch string, depth int) *Level {
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return l
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}
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func (l *Level) SetAllInvisible() {
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for idx, _ := range l.Tiles {
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l.Tiles[idx].Visible = false
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}
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}
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type Room struct {
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*types.Rect
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Center types.Coords
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@ -8,10 +8,10 @@ import (
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//fixme move to config
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var minRoomSize = 3
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var maxRoomSize = 22
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var maxrooms = 50
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var maxrooms = 30
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//fixme make closure to stack them
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func DefaultGen(l *gamemap.Level) *gamemap.Level {
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func DefaultGen(l *gamemap.Level) (*gamemap.Level, []*gamemap.Room) {
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rng := util.NewRNG()
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@ -56,53 +56,49 @@ func DefaultGen(l *gamemap.Level) *gamemap.Level {
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if !failed {
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rooms = append(rooms, newRoom)
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}
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//addStairs(rooms)
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//itemize(rooms)
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}
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fges := map[int]types.RectFill{
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1: types.RectFill{
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Top: func() *gamemap.Tile { return gamemap.NewWall() },
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Bottom: func() *gamemap.Tile { return gamemap.NewWall() },
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Left: func() *gamemap.Tile { return gamemap.NewWall() },
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Right: func() *gamemap.Tile { return gamemap.NewWall() },
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BottomLeft: func() *gamemap.Tile { return gamemap.NewWall() },
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BottomRight: func() *gamemap.Tile { return gamemap.NewWall() },
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TopLeft: func() *gamemap.Tile { return gamemap.NewWall() },
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TopRight: func() *gamemap.Tile { return gamemap.NewWall() },
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Body: func() *gamemap.Tile { return gamemap.NewFloor() },
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},
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2: types.RectFill{
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Top: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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Bottom: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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Left: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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Right: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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BottomLeft: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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BottomRight: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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TopLeft: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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TopRight: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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Body: func() *gamemap.Tile { return gamemap.NewDeepWaterTile() },
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},
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}
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//fillage := types.RectFill{
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// Top: func() *gamemap.Tile {return gamemap.NewWall()},
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// Bottom: func() *gamemap.Tile {return gamemap.NewWall()},
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// Left: func() *gamemap.Tile {return gamemap.NewWall()},
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// Right: func() *gamemap.Tile {return gamemap.NewWall()},
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// BottomLeft: func() *gamemap.Tile {return gamemap.NewWall()},
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// BottomRight: func() *gamemap.Tile {return gamemap.NewWall()},
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// TopLeft: func() *gamemap.Tile {return gamemap.NewWall()},
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// TopRight: func() *gamemap.Tile {return gamemap.NewWall()},
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// Body: func() *gamemap.Tile {return gamemap.NewFloor()},
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//}
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//fillage := types.RectFill{
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// Top: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// Bottom: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// Left: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// Right: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// BottomLeft: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// BottomRight: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// TopLeft: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// TopRight: func() *gamemap.Tile {return gamemap.NewWaterTile()},
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// Body: func() *gamemap.Tile {return gamemap.NewDeepWaterTile()},
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//}
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fillage := types.RectFill{
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Top: func() *gamemap.Tile {return gamemap.NewFloor()},
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Bottom: func() *gamemap.Tile {return gamemap.NewFloor()},
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Left: func() *gamemap.Tile {return gamemap.NewFloor()},
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Right: func() *gamemap.Tile {return gamemap.NewFloor()},
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BottomLeft: func() *gamemap.Tile {return gamemap.NewFloor()},
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BottomRight: func() *gamemap.Tile {return gamemap.NewFloor()},
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TopLeft: func() *gamemap.Tile {return gamemap.NewFloor()},
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TopRight: func() *gamemap.Tile {return gamemap.NewFloor()},
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Body: func() *gamemap.Tile {return gamemap.NewFloor()},
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var fillage types.RectFill
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for _, room := range rooms {
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fillage = fges[rng.GetWeightedEntity(map[int]int{1:10, 2:1})]
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room.Blit(fillage, l)
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}
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for idx, room := range rooms {
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room.Blit(fillage, l)
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if idx > 0 {
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connectRooms(l, room, rooms[idx-1], fillage, rng.Range(0,1))
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}
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}
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return l
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return l, rooms
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}
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func connectRooms (l *gamemap.Level, room, otherRoom *gamemap.Room, fillage types.RectFill, toss int) {
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@ -1,69 +1,8 @@
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package gamemap
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import (
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"github.com/gammazero/deque"
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"lab.zaar.be/thefish/alchemyst-go/util"
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. "lab.zaar.be/thefish/alchemyst-go/engine/types"
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)
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import blt "lab.zaar.be/thefish/bearlibterminal"
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type ColorHolder interface {
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GetColor() uint32
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}
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type cdeque struct {
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deque.Deque
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}
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func (c *cdeque) Next() uint8 {
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c.Rotate(1)
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return c.Front().(uint8)
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}
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type DanceColorHolder struct {
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A uint8
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R *cdeque
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G *cdeque
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B *cdeque
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}
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func (chd *DanceColorHolder) GetColor() uint32 {
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return blt.ColorFromARGB(
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chd.A,
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chd.R.Next(),
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chd.G.Next(),
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chd.B.Next(),
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)
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}
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type PlainColorHolder struct {
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A uint8
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R uint8
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G uint8
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B uint8
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}
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func (chb *PlainColorHolder) GetColor() uint32 {
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return blt.ColorFromARGB(
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chb.A,
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chb.R,
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chb.G,
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chb.B,
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)
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}
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type TileColorSet struct {
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Fg ColorHolder
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Bg ColorHolder
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DarkFg ColorHolder
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DarkBg ColorHolder
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}
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type Appearance struct {
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Char string `json:"char"`
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ColorSet *TileColorSet `json:"colorSet"`
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}
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var crng = util.NewRNG()
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type Tile struct {
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*Appearance `json:"app"`
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@ -78,12 +17,11 @@ type Tile struct {
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}
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func (t *Tile) GetChar() string {
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return t.Char
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return t.Glyph.GetGlyph()
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}
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func (t *Tile) GetRawColor() uint32 {
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//if !t.Visible {
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if !t.Visible {
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if t.Visible {
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return t.Appearance.ColorSet.Fg.GetColor()
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} else {
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return t.Appearance.ColorSet.DarkFg.GetColor()
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@ -91,7 +29,6 @@ func (t *Tile) GetRawColor() uint32 {
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}
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func (t *Tile) GetRawBgColor() uint32 {
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//if !t.Visible {
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if t.Visible {
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return t.Appearance.ColorSet.Bg.GetColor()
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} else {
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@ -99,38 +36,6 @@ func (t *Tile) GetRawBgColor() uint32 {
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}
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}
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func singleColorRing(colorValue uint8) *cdeque {
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c := &cdeque{}
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c.PushBack(colorValue)
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return c
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}
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func fillColorRing(colorValue uint8, minGlow, maxGlow, step int) *cdeque {
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q := make([]uint8, 0)
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color := int(colorValue)
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for color < maxGlow {
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q = append(q, uint8(color))
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color = crng.Range(1, step) + color
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}
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color = crng.Range(0, step+minGlow)
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q = append(q, uint8(color))
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//for uint8(color) < uint8(colorValue) {
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// q = append(q, uint8(color))
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// color = crng.Range(1, step+minGlow)
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//}
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c := &cdeque{}
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toss := crng.Range(0, 1) //Хаха
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for _, v := range q {
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if toss == 1 {
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c.PushBack(uint8(v))
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} else {
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c.PushFront(uint8(v))
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}
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}
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return c
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}
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func NewWall() *Tile {
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return &Tile{
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Name: "Wall",
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@ -140,7 +45,7 @@ func NewWall() *Tile {
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Explored: false,
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MustDraw: false,
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Appearance: &Appearance{
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Char: "#",
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Glyph: &PlainGlyphHolder{"#"},
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ColorSet: &TileColorSet{
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Fg: &PlainColorHolder{255, 130, 110, 150},
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Bg: &PlainColorHolder{255, 172, 170, 173},
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@ -160,7 +65,7 @@ func NewFloor() *Tile {
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Explored: false,
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MustDraw: false,
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Appearance: &Appearance{
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Char: ".",
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Glyph: &PlainGlyphHolder{"."},
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ColorSet: &TileColorSet{
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Bg: &PlainColorHolder{255, 19, 19, 70},
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@ -183,17 +88,17 @@ func NewWaterTile() *Tile {
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Colordance: true,
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Appearance: &Appearance{
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Char: " ",
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Glyph: &PlainGlyphHolder{" "},
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ColorSet: &TileColorSet{
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Bg: &DanceColorHolder{
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255,
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singleColorRing(19),
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fillColorRing(22, 2, 42, 4),
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fillColorRing(204, 180, 229, 12),
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SingleColorRing(19),
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FillColorRing(19, 0, 15, 2),
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FillColorRing(127, 120, 176, 12),
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},
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DarkFg: &PlainColorHolder{255, 30, 20, 50 },
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DarkBg: &PlainColorHolder{255, 7, 7, 80},
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DarkFg: &PlainColorHolder{255, 30, 20, 50},
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DarkBg: &PlainColorHolder{255, 7, 7, 30},
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},
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},
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}
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@ -210,18 +115,18 @@ func NewDeepWaterTile() *Tile {
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MustDraw: true, //fixme debug
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Colordance: true,
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Appearance: &Appearance{
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Char: " ",
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Glyph: &PlainGlyphHolder{" "},
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ColorSet: &TileColorSet{
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Fg: &PlainColorHolder{255, 220, 220, 250},
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Bg: &DanceColorHolder{
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255,
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singleColorRing(5),
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fillColorRing(2,0,15,2),
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fillColorRing(154, 120, 180, 5),
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SingleColorRing(5),
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FillColorRing(2, 2, 42, 4),
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FillColorRing(154, 150, 229, 12),
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},
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DarkFg: &PlainColorHolder{255, 30, 20, 50},
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DarkBg: &PlainColorHolder{255, 7, 7, 80},
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DarkBg: &PlainColorHolder{255, 7, 7, 30},
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},
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},
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}
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}
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}
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Reference in New Issue
Block a user