Adventure gear
This commit is contained in:
parent
3211619b96
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30d409149b
308
src/main.rs
308
src/main.rs
@ -2,10 +2,10 @@
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// #![allow(unused_variables)]
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// #![allow(unused_mut)]
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// #![allow(dead_code)]
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use std::cmp;
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use rand::Rng;
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use serde::{Deserialize, Serialize};
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use std::cmp;
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use std::error::Error;
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use std::fs::File;
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use std::io::{Read, Write};
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@ -14,11 +14,48 @@ use tcod::console::*;
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use tcod::input::{self, Event, Key, Mouse};
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use tcod::map::{FovAlgorithm, Map as FovMap};
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// Size of the window
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const SCREEN_WIDTH: i32 = 80;
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const SCREEN_HEIGHT: i32 = 50;
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const FPS: i32 = 20;
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// Size of the map
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const MAP_WIDTH: i32 = 80;
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const MAP_HEIGHT: i32 = 43;
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// Sizes and coordinates relevant for the GUI
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const BAR_WIDTH: i32 = 20;
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const PANEL_HEIGHT: i32 = 7;
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const PANEL_Y: i32 = SCREEN_HEIGHT - PANEL_HEIGHT;
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const MSG_X: i32 = BAR_WIDTH + 2;
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const MSG_WIDTH: i32 = SCREEN_WIDTH - BAR_WIDTH - 2;
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const MSG_HEIGHT: usize = PANEL_HEIGHT as usize - 1;
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const INVENTORY_WIDTH: i32 = 50;
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const CHARACTER_SCREEN_WIDTH: i32 = 30;
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const LEVEL_SCREEN_WIDTH: i32 = 40;
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// Parameters for the dungeon generator
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const ROOM_MAX_SIZE: i32 = 10;
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const ROOM_MIN_SIZE: i32 = 6;
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const MAX_ROOMS: i32 = 30;
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const HEAL_AMOUNT: i32 = 40;
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const LIGHTNING_DAMAGE: i32 = 40;
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const LIGHTNING_RANGE: i32 = 5;
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const CONFUSE_RANGE: i32 = 8;
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const CONFUSE_NUM_TURNS: i32 = 10;
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const FIREBALL_RADIUS: i32 = 3;
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const FIREBALL_DAMAGE: i32 = 25;
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// Experience and level-ups
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const LEVEL_UP_BASE: i32 = 200;
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const LEVEL_UP_FACTOR: i32 = 150;
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const FOV_ALGO: FovAlgorithm = FovAlgorithm::Basic;
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const FOV_LIGHT_WALLS: bool = true;
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const TORCH_RADIUS: i32 = 10;
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const FPS: i32 = 20;
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const COLOR_DARK_WALL: Color = Color { r: 0, g: 0, b: 100 };
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const COLOR_LIGHT_WALL: Color = Color {
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r: 130,
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@ -35,35 +72,11 @@ const COLOR_LIGHT_GROUND: Color = Color {
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g: 180,
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b: 50,
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};
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const ROOM_MAX_SIZE: i32 = 10;
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const ROOM_MIN_SIZE: i32 = 6;
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const MAX_ROOMS: i32 = 30;
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const FOV_ALGO: FovAlgorithm = FovAlgorithm::Basic;
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const FOV_LIGHT_WALLS: bool = true;
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const TORCH_RADIUS: i32 = 10;
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const MAX_ROOM_MONSTERS: i32 = 3;
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// Player will always be the first object
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const PLAYER: usize = 0;
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// Sizes and coordinates relevant for the GUI
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const BAR_WIDTH: i32 = 20;
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const PANEL_HEIGHT: i32 = 7;
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const PANEL_Y: i32 = SCREEN_HEIGHT - PANEL_HEIGHT;
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const MSG_X: i32 = BAR_WIDTH + 2;
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const MSG_WIDTH: i32 = SCREEN_WIDTH - BAR_WIDTH - 2;
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const MSG_HEIGHT: usize = PANEL_HEIGHT as usize - 1;
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const MAX_ROOM_ITEMS: i32 = 2;
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const INVENTORY_WIDTH: i32 = 50;
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const HEAL_AMOUNT: i32 = 4;
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const LIGHTNING_DAMAGE: i32 = 40;
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const LIGHTNING_RANGE: i32 = 5;
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const CONFUSE_RANGE: i32 = 8;
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const CONFUSE_NUM_TURNS: i32 = 10;
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const FIREBALL_RADIUS: i32 = 3;
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const FIREBALL_DAMAGE: i32 = 12;
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// Experience and level-ups
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const LEVEL_UP_BASE: i32 = 200;
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const LEVEL_UP_FACTOR: i32 = 150;
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const LEVEL_SCREEN_WIDTH: i32 = 40;
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const CHARACTER_SCREEN_WIDTH: i32 = 30;
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type Map = Vec<Vec<Tile>>;
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struct Tcod {
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root: Root,
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@ -216,8 +229,6 @@ impl Tile {
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}
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}
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type Map = Vec<Vec<Tile>>;
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#[derive(Serialize, Deserialize)]
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struct Game {
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map: Map,
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@ -288,6 +299,11 @@ impl Messages {
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}
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}
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struct Transition {
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level: u32,
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value: u32,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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enum PlayerAction {
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TookTurn,
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@ -453,7 +469,7 @@ Defense: {}",
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}
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}
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fn make_map(objects: &mut Vec<Object>) -> Map {
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fn make_map(objects: &mut Vec<Object>, level: u32) -> Map {
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// Fill the map with unblocked tiles
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let mut map = vec![vec![Tile::wall(); MAP_HEIGHT as usize]; MAP_WIDTH as usize];
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@ -477,7 +493,7 @@ fn make_map(objects: &mut Vec<Object>) -> Map {
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if !failed {
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create_room(new_room, &mut map);
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place_objects(new_room, &map, objects);
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place_objects(new_room, &map, objects, level);
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let (new_x, new_y) = new_room.center();
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if rooms.is_empty() {
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@ -530,41 +546,139 @@ fn create_v_tunnel(y1: i32, y2: i32, x: i32, map: &mut Map) {
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}
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}
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fn place_objects(room: Rect, map: &Map, objects: &mut Vec<Object>) {
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fn place_objects(room: Rect, map: &Map, objects: &mut Vec<Object>, level: u32) {
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use rand::distributions::{IndependentSample, Weighted, WeightedChoice};
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// Maximum number of monsters per room
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let max_monsters = from_dungeon_level(
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&[
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Transition { level: 1, value: 2 },
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Transition { level: 4, value: 3 },
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Transition { level: 6, value: 5 },
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],
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level,
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);
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// Generate some monsters
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let num_monsters = rand::thread_rng().gen_range(0, MAX_ROOM_MONSTERS + 1);
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let num_monsters = rand::thread_rng().gen_range(0, max_monsters + 1);
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// Monster random table
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let troll_chance = from_dungeon_level(
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&[
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Transition {
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level: 3,
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value: 15,
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},
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Transition {
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level: 5,
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value: 30,
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},
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Transition {
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level: 7,
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value: 60,
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},
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],
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level,
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);
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let monster_chances = &mut [
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Weighted {
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weight: 80,
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item: "orc",
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},
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Weighted {
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weight: troll_chance,
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item: "troll",
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},
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];
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let monster_choice = WeightedChoice::new(monster_chances);
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// Maximum number of items per room
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let max_items = from_dungeon_level(
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&[
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Transition { level: 1, value: 1 },
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Transition { level: 4, value: 2 },
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],
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level,
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);
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// Item random table
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let item_chances = &mut [
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Weighted {
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weight: 35,
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item: Item::Heal,
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},
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Weighted {
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weight: from_dungeon_level(
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&[Transition {
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level: 4,
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value: 25,
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}],
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level,
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),
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item: Item::Lightning,
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},
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Weighted {
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weight: from_dungeon_level(
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&[Transition {
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level: 6,
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value: 25,
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}],
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level,
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),
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item: Item::Fireball,
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},
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Weighted {
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weight: from_dungeon_level(
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&[Transition {
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level: 2,
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value: 10,
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}],
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level,
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),
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item: Item::Confuse,
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},
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];
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let item_choice = WeightedChoice::new(item_chances);
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for _ in 0..num_monsters {
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let x = rand::thread_rng().gen_range(room.x1 + 1, room.x2);
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let y = rand::thread_rng().gen_range(room.y1 + 1, room.y2);
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if !is_blocked(x, y, map, objects) {
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let mut monster = if rand::random::<f32>() < 0.8 {
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// 80% chance of spawning an orc
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let mut orc = Object::new(x, y, 'o', "orc", DESATURATED_GREEN, true);
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orc.fighter = Some(Fighter {
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max_hp: 10,
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hp: 10,
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defense: 0,
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power: 3,
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xp: 35,
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on_death: DeathCallback::Monster,
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});
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orc.ai = Some(Ai::Basic);
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orc
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} else {
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// 20% chance of spawning a troll
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let mut troll = Object::new(x, y, 'T', "troll", DARKER_GREEN, true);
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troll.fighter = Some(Fighter {
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max_hp: 16,
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hp: 16,
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defense: 1,
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power: 4,
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xp: 100,
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on_death: DeathCallback::Monster,
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});
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troll.ai = Some(Ai::Basic);
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troll
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let mut monster = match monster_choice.ind_sample(&mut rand::thread_rng()) {
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"orc" => {
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// Create an orc
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let mut orc = Object::new(x, y, 'o', "orc", DESATURATED_GREEN, true);
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orc.fighter = Some(Fighter {
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max_hp: 20,
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hp: 20,
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defense: 0,
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power: 4,
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xp: 35,
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on_death: DeathCallback::Monster,
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});
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orc.ai = Some(Ai::Basic);
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orc
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}
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"troll" => {
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// Create a troll
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let mut troll = Object::new(x, y, 'T', "troll", DARKER_GREEN, true);
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troll.fighter = Some(Fighter {
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max_hp: 30,
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hp: 30,
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defense: 2,
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power: 8,
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xp: 100,
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on_death: DeathCallback::Monster,
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});
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troll.ai = Some(Ai::Basic);
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troll
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}
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_ => unreachable!(),
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};
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monster.alive = true;
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@ -573,7 +687,7 @@ fn place_objects(room: Rect, map: &Map, objects: &mut Vec<Object>) {
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}
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// Generate some items
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let num_items = rand::thread_rng().gen_range(0, MAX_ROOM_ITEMS + 1);
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let num_items = rand::thread_rng().gen_range(0, max_items + 1);
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for _ in 0..num_items {
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// Choose random spot for this item
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@ -582,27 +696,31 @@ fn place_objects(room: Rect, map: &Map, objects: &mut Vec<Object>) {
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// Only place it if the tile is note blocked
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if !is_blocked(x, y, map, objects) {
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let dice = rand::random::<f32>();
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let mut item = if dice < 0.7 {
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// Create a healing potion (70% chance)
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let mut object = Object::new(x, y, '!', "healing potion", VIOLET, false);
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object.item = Some(Item::Heal);
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object
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} else if dice < 0.7 + 0.1 {
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// Create a lightning bolt scroll (10% chance)
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let mut object = Object::new(x, y, '#', "scroll of lightning bolt", LIGHT_YELLOW, false);
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object.item = Some(Item::Lightning);
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object
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} else if dice < 0.7 + 0.1 + 0.1 {
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// Create a fireball scroll (10% chance)
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let mut object = Object::new(x, y, '#', "scroll of fireball", LIGHT_YELLOW, false);
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object.item = Some(Item::Fireball);
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object
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} else {
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// Create a confuse scroll (10% chance)
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let mut object = Object::new(x, y, '#', "scroll of confusion", LIGHT_YELLOW, false);
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object.item = Some(Item::Confuse);
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object
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let mut item = match item_choice.ind_sample(&mut rand::thread_rng()) {
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Item::Heal => {
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// Create a healing potion
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let mut object = Object::new(x, y, '!', "healing potion", VIOLET, false);
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object.item = Some(Item::Heal);
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object
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}
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Item::Lightning => {
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// Create a lightning bolt scroll
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let mut object = Object::new(x, y, '#', "scroll of lightning bolt", LIGHT_YELLOW, false);
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object.item = Some(Item::Lightning);
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object
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}
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Item::Fireball => {
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// Create a fireball scroll
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let mut object = Object::new(x, y, '#', "scroll of fireball", LIGHT_YELLOW, false);
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object.item = Some(Item::Fireball);
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object
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}
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Item::Confuse => {
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// Create a confuse scroll
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let mut object = Object::new(x, y, '#', "scroll of confusion", LIGHT_YELLOW, false);
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object.item = Some(Item::Confuse);
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object
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}
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};
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item.always_visible = true;
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@ -1315,10 +1433,10 @@ fn new_game(tcod: &mut Tcod) -> (Game, Vec<Object>) {
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let mut player = Object::new(0, 0, '@', "player", WHITE, true);
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player.alive = true;
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player.fighter = Some(Fighter {
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max_hp: 30,
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hp: 30,
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defense: 2,
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power: 5,
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max_hp: 100,
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hp: 100,
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defense: 1,
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power: 4,
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xp: 0,
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on_death: DeathCallback::Player,
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});
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@ -1328,7 +1446,7 @@ fn new_game(tcod: &mut Tcod) -> (Game, Vec<Object>) {
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let mut game = Game {
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// Generate map
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map: make_map(&mut objects),
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map: make_map(&mut objects, 1),
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messages: Messages::new(),
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inventory: vec![],
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dungeon_level: 1,
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@ -1481,7 +1599,7 @@ fn next_level(tcod: &mut Tcod, game: &mut Game, objects: &mut Vec<Object>) {
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RED,
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);
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game.dungeon_level += 1;
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game.map = make_map(objects);
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game.map = make_map(objects, game.dungeon_level);
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initialise_fov(tcod, &game.map);
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}
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@ -1535,6 +1653,16 @@ fn level_up(tcod: &mut Tcod, game: &mut Game, objects: &mut [Object]) {
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}
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}
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// Returns a value that depends on level. The table specifies what
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// value occurs after each level, default is 0.
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fn from_dungeon_level(table: &[Transition], level: u32) -> u32 {
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table
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.iter()
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.rev()
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.find(|transition| level >= transition.level)
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.map_or(0, |transition| transition.value)
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}
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fn main() {
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tcod::system::set_fps(FPS);
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