Complete section 4.12
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@ -1,4 +1,5 @@
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mod prefab_levels;
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mod prefab_sections;
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use super::{remove_unreachable_areas_returning_most_distant, MapBuilder};
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use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
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@ -8,8 +9,15 @@ use specs::prelude::*;
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#[derive(PartialEq, Clone)]
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#[allow(dead_code)]
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pub enum PrefabMode {
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RexLevel { template: &'static str },
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Constant { level: prefab_levels::PrefabLevel },
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RexLevel {
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template: &'static str,
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},
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Constant {
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level: prefab_levels::PrefabLevel,
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},
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Sectional {
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section: prefab_sections::PrefabSection,
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},
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}
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pub struct PrefabBuilder {
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@ -18,7 +26,8 @@ pub struct PrefabBuilder {
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depth: i32,
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history: Vec<Map>,
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mode: PrefabMode,
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spawns: Vec<(usize, String)>,
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previous_builder: Option<Box<dyn MapBuilder>>,
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spawn_list: Vec<(usize, String)>,
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}
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impl MapBuilder for PrefabBuilder {
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@ -38,12 +47,6 @@ impl MapBuilder for PrefabBuilder {
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self.build();
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for entity in self.spawns.iter() {
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spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
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}
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN_VISUALIZER {
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let mut snapshot = self.map.clone();
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@ -53,27 +56,33 @@ impl MapBuilder for PrefabBuilder {
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self.history.push(snapshot);
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}
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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&self.spawn_list
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}
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}
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impl PrefabBuilder {
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#[allow(dead_code)]
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pub fn new(new_depth: i32) -> PrefabBuilder {
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pub fn new(new_depth: i32, previous_builder: Option<Box<dyn MapBuilder>>) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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mode: PrefabMode::Constant {
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level: prefab_levels::WFC_POPULATED,
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mode: PrefabMode::Sectional {
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section: prefab_sections::UNDERGROUND_FORT,
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},
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spawns: Vec::new(),
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previous_builder,
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spawn_list: Vec::new(),
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}
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}
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fn build(&mut self) {
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match self.mode {
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PrefabMode::RexLevel { template } => self.load_rex_map(&template),
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PrefabMode::RexLevel { template } => self.load_rex_map(template),
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PrefabMode::Constant { level } => self.load_ascii_map(&level),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion),
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}
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self.take_snapshot();
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@ -121,23 +130,23 @@ impl PrefabBuilder {
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'>' => self.map.tiles[idx] = TileType::DownStairs,
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'g' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Goblin".to_string()));
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self.spawn_list.push((idx, "Goblin".to_string()));
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}
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'o' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Orc".to_string()));
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self.spawn_list.push((idx, "Orc".to_string()));
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}
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'^' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Bear Trap".to_string()));
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self.spawn_list.push((idx, "Bear Trap".to_string()));
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}
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'%' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Rations".to_string()));
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self.spawn_list.push((idx, "Rations".to_string()));
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}
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'!' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawns.push((idx, "Health Potion".to_string()));
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self.spawn_list.push((idx, "Health Potion".to_string()));
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}
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_ => {
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rltk::console::log(format!("Unknown glyph loading map: {}", (ch as u8) as char));
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@ -195,4 +204,54 @@ impl PrefabBuilder {
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}
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}
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}
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pub fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
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use prefab_sections::*;
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let string_vec = Self::read_ascii_to_vec(section.template);
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// Place the new section
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let chunk_x = match section.placement.0 {
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HorizontalPlacement::Left => 0,
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HorizontalPlacement::Center => (self.map.width / 2) - (section.width as i32 / 2),
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HorizontalPlacement::Right => (self.map.width - 1) - section.width as i32,
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};
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let chunk_y = match section.placement.1 {
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VerticalPlacement::Top => 0,
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VerticalPlacement::Center => (self.map.height / 2) - (section.height as i32 / 2),
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VerticalPlacement::Bottom => (self.map.height - 1) - section.height as i32,
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};
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// Build the map
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let prev_builder = self.previous_builder.as_mut().unwrap();
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prev_builder.build_map();
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self.starting_position = prev_builder.get_starting_position();
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self.map = prev_builder.get_map();
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for e in prev_builder.get_spawn_list().iter() {
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let idx = e.0;
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let x = idx as i32 % self.map.width;
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let y = idx as i32 / self.map.width;
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if x < chunk_x
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|| x > (chunk_x + section.width as i32)
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|| y < chunk_y
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|| y > (chunk_y + section.height as i32)
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{
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self.spawn_list.push((idx, e.1.to_string()))
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}
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}
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self.take_snapshot();
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let mut i = 0;
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for ty in 0..section.height {
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for tx in 0..section.width {
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if tx < self.map.width as usize && ty < self.map.height as usize {
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let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
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self.char_to_map(string_vec[i], idx);
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}
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i += 1;
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}
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}
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self.take_snapshot();
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}
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}
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80
src/map_builders/prefab_builder/prefab_sections.rs
Normal file
80
src/map_builders/prefab_builder/prefab_sections.rs
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@ -0,0 +1,80 @@
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#[allow(dead_code)]
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#[derive(PartialEq, Copy, Clone)]
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pub enum HorizontalPlacement {
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Left,
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Center,
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Right,
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}
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#[allow(dead_code)]
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#[derive(PartialEq, Copy, Clone)]
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pub enum VerticalPlacement {
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Top,
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Center,
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Bottom,
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}
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#[allow(dead_code)]
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#[derive(PartialEq, Copy, Clone)]
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pub struct PrefabSection {
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pub template: &'static str,
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pub width: usize,
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pub height: usize,
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pub placement: (HorizontalPlacement, VerticalPlacement),
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}
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#[allow(dead_code)]
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pub const UNDERGROUND_FORT: PrefabSection = PrefabSection {
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template: RIGHT_FORT,
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width: 15,
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height: 43,
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placement: (HorizontalPlacement::Right, VerticalPlacement::Top),
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};
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#[allow(dead_code)]
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// The padding needs to be here!
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const RIGHT_FORT: &str = "
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#
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#######
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# #
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# #######
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# g #
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# #######
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# #
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### ###
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# #
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# #
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# ##
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^
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^
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# ##
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### ###
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# ##
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^
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^
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### ###
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# #
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# #######
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# g #
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# #######
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# #
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#######
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#
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";
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