Update docs
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@ -1,4 +1,4 @@
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// ! The `C` in `ECS`
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//! The `C` in `ECS`
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mod enums;
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mod enums;
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mod serialize;
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mod serialize;
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mod tags;
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mod tags;
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@ -25,7 +25,9 @@ pub struct Position {
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impl From<(i32, i32)> for Position {
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impl From<(i32, i32)> for Position {
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fn from(f: (i32, i32)) -> Self {
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fn from(f: (i32, i32)) -> Self {
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Position { x: f.0, y: f.1 }
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let (x, y) = f;
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Position { x, y }
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}
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}
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}
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}
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@ -1,3 +1,4 @@
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//! The effects system
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mod damage;
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mod damage;
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mod hunger;
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mod hunger;
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mod movement;
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mod movement;
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@ -1,3 +1,4 @@
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//! Miscellaneous common functions
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use crate::{Skill, Skills};
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use crate::{Skill, Skills};
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pub fn attr_bonus(value: i32) -> i32 {
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pub fn attr_bonus(value: i32) -> i32 {
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@ -1,3 +1,4 @@
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//! Interface-building output
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mod enums;
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mod enums;
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mod menu;
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mod menu;
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mod tooltip;
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mod tooltip;
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@ -1,3 +1,4 @@
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//! Procedurally generated map builders
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mod area_ending_point;
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mod area_ending_point;
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mod area_starting_points;
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mod area_starting_points;
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mod bsp_dungeon;
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mod bsp_dungeon;
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@ -1,3 +1,4 @@
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//! Player-related functionality
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use std::cmp::{max, min};
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use std::cmp::{max, min};
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use rltk::{DistanceAlg, Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
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use rltk::{DistanceAlg, Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
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@ -1,3 +1,4 @@
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//! Weighted random generation of entities
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use ::rltk::RandomNumberGenerator;
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use ::rltk::RandomNumberGenerator;
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use crate::raws::{spawn_type_by_name, RawMaster, SpawnTableType};
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use crate::raws::{spawn_type_by_name, RawMaster, SpawnTableType};
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@ -1,3 +1,4 @@
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//! Generates entities based on spec files
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mod faction_structs;
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mod faction_structs;
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mod item_structs;
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mod item_structs;
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mod loot_structs;
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mod loot_structs;
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@ -1,3 +1,4 @@
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//! Serializes / Deserializes game data for saving and loading
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use std::fs::{self, File};
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use std::fs::{self, File};
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use std::path::Path;
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use std::path::Path;
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@ -29,6 +30,7 @@ macro_rules! serialize_individually {
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#[cfg(target_arch = "wasm32")]
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#[cfg(target_arch = "wasm32")]
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pub fn save_game(_ecs: &mut World) {}
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pub fn save_game(_ecs: &mut World) {}
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/// Saves the game data to a file
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#[cfg(not(target_arch = "wasm32"))]
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#[cfg(not(target_arch = "wasm32"))]
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pub fn save_game(ecs: &mut World) {
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pub fn save_game(ecs: &mut World) {
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// Create helper
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// Create helper
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@ -152,6 +154,7 @@ pub fn save_game(ecs: &mut World) {
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.expect("Failed to clean up savehelper2 component");
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.expect("Failed to clean up savehelper2 component");
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}
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}
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/// Does the save game exist?
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pub fn does_save_exist() -> bool {
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pub fn does_save_exist() -> bool {
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Path::new("./savegame.json").exists()
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Path::new("./savegame.json").exists()
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}
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}
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@ -171,6 +174,7 @@ macro_rules! deserialize_individually {
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};
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};
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}
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}
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/// Loads the game data from a file
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pub fn load_game(ecs: &mut World) {
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pub fn load_game(ecs: &mut World) {
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{
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{
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// Delete everything
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// Delete everything
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@ -319,6 +323,7 @@ pub fn load_game(ecs: &mut World) {
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.expect("Unable to delete helper2 entity");
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.expect("Unable to delete helper2 entity");
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}
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}
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/// Deletes the save file, if it exists
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pub fn delete_save() {
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pub fn delete_save() {
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if Path::new("./savegame.json").exists() {
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if Path::new("./savegame.json").exists() {
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std::fs::remove_file("./savegame.json").expect("Failed to delete save file.");
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std::fs::remove_file("./savegame.json").expect("Failed to delete save file.");
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@ -1,3 +1,4 @@
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//! Spawns things
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use std::collections::HashMap;
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use std::collections::HashMap;
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use ::rltk::{Point, RandomNumberGenerator};
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use ::rltk::{Point, RandomNumberGenerator};
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//!
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//! Game state
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use ::rltk::{GameState, Point, Rltk};
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use ::rltk::{GameState, Point, Rltk};
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use ::specs::prelude::*;
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use ::specs::prelude::*;
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@ -59,6 +59,7 @@ pub enum RunState {
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ShowIdentify,
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ShowIdentify,
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}
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}
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/// The main wrapper around the game's state
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pub struct State {
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pub struct State {
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pub ecs: World,
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pub ecs: World,
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mapgen_next_state: Option<RunState>,
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mapgen_next_state: Option<RunState>,
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