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+extern crate rltk;
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+use rltk::{ RGB, Rltk, Console, RandomNumberGenerator, BaseMap, Algorithm2D, Point };
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+use super::{Rect};
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+use std::cmp::{max, min};
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+extern crate specs;
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+use specs::prelude::*;
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+
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+#[derive(PartialEq, Copy, Clone)]
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+pub enum TileType {
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+ Wall, Floor
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+}
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+
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+#[derive(Default)]
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+pub struct Map {
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+ pub tiles : Vec<TileType>,
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+ pub rooms : Vec<Rect>,
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+ pub width : i32,
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+ pub height : i32,
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+ pub revealed_tiles : Vec<bool>,
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+ pub visible_tiles : Vec<bool>,
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+ pub blocked : Vec<bool>,
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+ pub tile_content : Vec<Vec<Entity>>
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+}
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+
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+impl Map {
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+ pub fn xy_idx(&self, x: i32, y: i32) -> usize {
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+ (y as usize * self.width as usize) + x as usize
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+ }
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+
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+ fn apply_room_to_map(&mut self, room : &Rect) {
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+ for y in room.y1 +1 ..= room.y2 {
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+ for x in room.x1 + 1 ..= room.x2 {
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+ let idx = self.xy_idx(x, y);
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+ self.tiles[idx] = TileType::Floor;
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+ }
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+ }
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+ }
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+
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+ fn apply_horizontal_tunnel(&mut self, x1:i32, x2:i32, y:i32) {
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+ for x in min(x1,x2) ..= max(x1,x2) {
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+ let idx = self.xy_idx(x, y);
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+ if idx > 0 && idx < self.width as usize * self.height as usize {
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+ self.tiles[idx as usize] = TileType::Floor;
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+ }
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+ }
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+ }
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+
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+ fn apply_vertical_tunnel(&mut self, y1:i32, y2:i32, x:i32) {
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+ for y in min(y1,y2) ..= max(y1,y2) {
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+ let idx = self.xy_idx(x, y);
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+ if idx > 0 && idx < self.width as usize * self.height as usize {
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+ self.tiles[idx as usize] = TileType::Floor;
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+ }
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+ }
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+ }
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+
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+ fn is_exit_valid(&self, x:i32, y:i32) -> bool {
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+ if x < 1 || x > self.width-1 || y < 1 || y > self.height-1 { return false; }
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+ let idx = (y * self.width) + x;
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+ !self.blocked[idx as usize]
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+ }
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+
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+ pub fn populate_blocked(&mut self) {
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+ for (i,tile) in self.tiles.iter_mut().enumerate() {
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+ self.blocked[i] = *tile == TileType::Wall;
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+ }
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+ }
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+
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+ pub fn clear_content_index(&mut self) {
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+ for content in self.tile_content.iter_mut() {
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+ content.clear();
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+ }
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+ }
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+
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+ /// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/
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+ /// This gives a handful of random rooms and corridors joining them together.
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+ pub fn new_map_rooms_and_corridors() -> Map {
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+ let mut map = Map{
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+ tiles : vec![TileType::Wall; 80*50],
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+ rooms : Vec::new(),
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+ width : 80,
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+ height: 50,
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+ revealed_tiles : vec![false; 80*50],
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+ visible_tiles : vec![false; 80*50],
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+ blocked : vec![false; 80*50],
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+ tile_content : vec![Vec::new(); 80*50]
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+ };
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+
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+ const MAX_ROOMS : i32 = 30;
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+ const MIN_SIZE : i32 = 6;
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+ const MAX_SIZE : i32 = 10;
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+
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+ let mut rng = RandomNumberGenerator::new();
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+
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+ for _i in 0..MAX_ROOMS {
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+ let w = rng.range(MIN_SIZE, MAX_SIZE);
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+ let h = rng.range(MIN_SIZE, MAX_SIZE);
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+ let x = rng.roll_dice(1, map.width - w - 1) - 1;
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+ let y = rng.roll_dice(1, map.height - h - 1) - 1;
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+ let new_room = Rect::new(x, y, w, h);
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+ let mut ok = true;
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+ for other_room in map.rooms.iter() {
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+ if new_room.intersect(other_room) { ok = false }
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+ }
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+ if ok {
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+ map.apply_room_to_map(&new_room);
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+
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+ if !map.rooms.is_empty() {
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+ let (new_x, new_y) = new_room.center();
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+ let (prev_x, prev_y) = map.rooms[map.rooms.len()-1].center();
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+ if rng.range(0,1) == 1 {
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+ map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
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+ map.apply_vertical_tunnel(prev_y, new_y, new_x);
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+ } else {
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+ map.apply_vertical_tunnel(prev_y, new_y, prev_x);
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+ map.apply_horizontal_tunnel(prev_x, new_x, new_y);
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+ }
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+ }
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+
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+ map.rooms.push(new_room);
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+ }
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+ }
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+
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+ map
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+ }
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+}
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+
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+impl BaseMap for Map {
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+ fn is_opaque(&self, idx:i32) -> bool {
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+ self.tiles[idx as usize] == TileType::Wall
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+ }
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+
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+ fn get_available_exits(&self, idx:i32) -> Vec<(i32, f32)> {
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+ let mut exits : Vec<(i32, f32)> = Vec::new();
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+ let x = idx % self.width;
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+ let y = idx / self.width;
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+
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+ // Cardinal directions
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+ if self.is_exit_valid(x-1, y) { exits.push((idx-1, 1.0)) };
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+ if self.is_exit_valid(x+1, y) { exits.push((idx+1, 1.0)) };
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+ if self.is_exit_valid(x, y-1) { exits.push((idx-self.width, 1.0)) };
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+ if self.is_exit_valid(x, y+1) { exits.push((idx+self.width, 1.0)) };
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+
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+ // Diagonals
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+ if self.is_exit_valid(x-1, y-1) { exits.push(((idx-self.width)-1, 1.45)); }
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+ if self.is_exit_valid(x+1, y-1) { exits.push(((idx-self.width)+1, 1.45)); }
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+ if self.is_exit_valid(x-1, y+1) { exits.push(((idx+self.width)-1, 1.45)); }
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+ if self.is_exit_valid(x+1, y+1) { exits.push(((idx+self.width)+1, 1.45)); }
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+
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+ exits
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+ }
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+
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+ fn get_pathing_distance(&self, idx1:i32, idx2:i32) -> f32 {
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+ let p1 = Point::new(idx1 % self.width, idx1 / self.width);
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+ let p2 = Point::new(idx2 % self.width, idx2 / self.width);
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+ rltk::DistanceAlg::Pythagoras.distance2d(p1, p2)
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+ }
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+}
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+
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+impl Algorithm2D for Map {
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+ fn point2d_to_index(&self, pt: Point) -> i32 {
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+ (pt.y * self.width) + pt.x
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+ }
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+
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+ fn index_to_point2d(&self, idx:i32) -> Point {
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+ Point{ x: idx % self.width, y: idx / self.width }
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+ }
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+}
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+
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+pub fn draw_map(ecs: &World, ctx : &mut Rltk) {
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+ let map = ecs.fetch::<Map>();
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+
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+ let mut y = 0;
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+ let mut x = 0;
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+ for (idx,tile) in map.tiles.iter().enumerate() {
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+ // Render a tile depending upon the tile type
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+
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+ if map.revealed_tiles[idx] {
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+ let glyph;
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+ let mut fg;
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+ match tile {
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+ TileType::Floor => {
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+ glyph = rltk::to_cp437('.');
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+ fg = RGB::from_f32(0.0, 0.5, 0.5);
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+ }
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+ TileType::Wall => {
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+ glyph = rltk::to_cp437('#');
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+ fg = RGB::from_f32(0., 1.0, 0.);
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+ }
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+ }
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+ if !map.visible_tiles[idx] { fg = fg.to_greyscale() }
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+ ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
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+ }
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+
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+ // Move the coordinates
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+ x += 1;
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+ if x > 79 {
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+ x = 0;
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+ y += 1;
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+ }
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+ }
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+}
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