Some tweaks to remove some dead code
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@ -68,3 +68,9 @@ is used to select a target.
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## Makefile
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If you want to see what else you can run with Makefile, run `make help`. This will list commands and what they do.
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## Changes from tutorial
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* Added a macro to register components for `specs`, like was in the tutorial for saving/loading.
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* Game state machine is moved to `src/state.rs`
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* Colors (Bracket-lib `RGB` struct) have been converted to static values in `src/colors.rs`, to cut down on boilerplate and numbers of ways of generating color values.
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* All references to `rltk` have been converted to `bracket_lib`, as `rltk` was a facade in `bracket_lib`
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@ -59,6 +59,7 @@ macro_rules! register {
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}
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}
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/// Register the Component Structs with Specs
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fn register_components(state: &mut State) {
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register!(
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state <-
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12
src/map.rs
12
src/map.rs
@ -76,6 +76,7 @@ impl Map {
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}
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}
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#[allow(dead_code)]
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pub fn clear_content_index(&mut self) {
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spatial::clear();
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}
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@ -111,11 +112,12 @@ impl BaseMap for Map {
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}
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fn get_available_exits(&self, idx: usize) -> SmallVec<[(usize, f32); 10]> {
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const DIAGONAL_COST: f32 = 1.5;
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let mut exits = SmallVec::new();
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let x = idx as i32 % self.width;
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let y = idx as i32 / self.width;
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let w = self.width as usize;
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let tt = self.tiles[idx];
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let w = self.width as usize;
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// Cardinal directions
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if self.is_exit_valid(x - 1, y) {
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@ -133,16 +135,16 @@ impl BaseMap for Map {
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// Diagonals
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if self.is_exit_valid(x - 1, y - 1) {
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exits.push(((idx - w) - 1, tile_cost(tt) * 1.45));
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exits.push(((idx - w) - 1, tile_cost(tt) * DIAGONAL_COST));
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}
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if self.is_exit_valid(x + 1, y - 1) {
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exits.push(((idx - w) + 1, tile_cost(tt) * 1.45));
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exits.push(((idx - w) + 1, tile_cost(tt) * DIAGONAL_COST));
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}
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if self.is_exit_valid(x - 1, y + 1) {
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exits.push(((idx + w) - 1, tile_cost(tt) * 1.45));
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exits.push(((idx + w) - 1, tile_cost(tt) * DIAGONAL_COST));
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}
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if self.is_exit_valid(x + 1, y + 1) {
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exits.push(((idx + w) + 1, tile_cost(tt) * 1.45));
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exits.push(((idx + w) + 1, tile_cost(tt) * DIAGONAL_COST));
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}
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exits
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@ -166,22 +166,6 @@ impl BuilderChain {
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self
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}
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pub fn get_map(&self) -> Map {
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self.build_data.map.clone()
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}
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pub fn get_starting_position(&self) -> Option<Position> {
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self.build_data.starting_position
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}
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pub fn get_snapshot_history(&self) -> Vec<Map> {
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self.build_data.history.clone()
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}
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pub fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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&self.build_data.spawn_list
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}
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}
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pub trait InitialMapBuilder {
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@ -554,12 +554,6 @@ pub fn player_input(gs: &mut State, ctx: &mut BTerm) -> RunState {
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VirtualKeyCode::D => return RunState::ShowDropItem,
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VirtualKeyCode::R => return RunState::ShowRemoveItem,
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// Save and Quit
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VirtualKeyCode::Escape => return RunState::SaveGame,
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// Cheating!
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VirtualKeyCode::Backslash => return RunState::ShowCheatMenu,
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// Ranged
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VirtualKeyCode::V => {
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cycle_target(&mut gs.ecs);
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@ -568,6 +562,12 @@ pub fn player_input(gs: &mut State, ctx: &mut BTerm) -> RunState {
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}
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VirtualKeyCode::F => return fire_on_target(&mut gs.ecs),
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// Save and Quit
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VirtualKeyCode::Escape => return RunState::SaveGame,
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// Cheating!
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VirtualKeyCode::Backslash => return RunState::ShowCheatMenu,
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_ => return RunState::AwaitingInput,
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},
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}
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