data to consts, cheatmenu

This commit is contained in:
Llywelwyn 2023-09-24 23:46:27 +01:00
parent a2fb893f49
commit 0d4c0c9558
47 changed files with 178 additions and 87 deletions

49
src/consts/char_create.rs Normal file
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// --- GUI ---
pub const CHAR_CREATE_HEADER: &str = "Who are you? [Aa-Zz]";
pub const ANCESTRY_INFO_HEADER: &str = "Your ancestry grants...";
pub const CLASS_INFO_HEADER: &str = "Your class grants...";
// --- ANCESTRY RENDERABLES ---
pub const ELF_GLYPH: char = '@';
pub const ELF_COLOUR: (u8, u8, u8) = (0, 255, 0);
pub const DWARF_GLYPH: char = 'h';
pub const DWARF_COLOUR: (u8, u8, u8) = (255, 0, 0);
pub const CATFOLK_GLYPH: char = '@';
pub const CATFOLK_COLOUR: (u8, u8, u8) = (200, 200, 255);
// --- ANCESTRY BONUSES ---
pub const ELF_SPEED_BONUS: i32 = 1;
pub const ELF_TELEPATH_RANGE: i32 = 6;
pub const DWARF_DEFENCE_MOD: i32 = 1;
pub const CATFOLK_SPEED_BONUS: i32 = 2;
// --- ANCESTRY ATTRIBUTE MAXIMUMS ---
pub const TOTAL_ATTRIBUTE_POINTS_MAXIMUM: i32 = 75;
pub const HUMAN_MAX_ATTR: [i32; 6] = [19, 19, 19, 19, 19, 19];
pub const ELF_MAX_ATTR: [i32; 6] = [15, 18, 15, 20, 20, 18];
pub const DWARF_MAX_ATTR: [i32; 6] = [19, 17, 20, 16, 16, 16];
pub const GNOME_MAX_ATTR: [i32; 6] = [16, 18, 16, 20, 18, 18];
pub const CATFOLK_MAX_ATTR: [i32; 6] = [16, 20, 16, 16, 18, 20];
pub const UNKNOWN_MAX_ATTR: [i32; 6] = [18, 18, 18, 18, 18, 18];
// --- CLASS MIN ATTRIBUTES ---
pub const FIGHTER_MIN_ATTR: (i32, i32, i32, i32, i32, i32) = (10, 8, 10, 6, 6, 8);
pub const ROGUE_MIN_ATTR: (i32, i32, i32, i32, i32, i32) = (8, 10, 8, 6, 8, 10);
pub const WIZARD_MIN_ATTR: (i32, i32, i32, i32, i32, i32) = (6, 8, 6, 10, 10, 8);
pub const VILLAGER_MIN_ATTR: (i32, i32, i32, i32, i32, i32) = (6, 6, 6, 6, 6, 6);
// --- CLASS ATTRIBUTE IMPROVE CHANCES ---
pub const FIGHTER_IMPR_CHANCE: [i32; 6] = [30, 20, 30, 6, 7, 7];
pub const ROGUE_IMPR_CHANCE: [i32; 6] = [18, 30, 20, 9, 8, 15];
pub const WIZARD_IMPR_CHANCE: [i32; 6] = [10, 15, 20, 30, 15, 10];
pub const VILLAGER_IMPR_CHANCE: [i32; 6] = [15, 15, 25, 15, 15, 15];
// --- CLASS STARTING ITEMS --- ## If any of these are changed, update ancestry infotext in src/gui/character_creation.rs.
pub const FIGHTER_STARTING_FOOD: &str = "1d2+1";
pub const FIGHTER_STARTING_WEAPON: &str = "equip_shortsword";
pub const FIGHTER_STARTING_ARMOUR: &str = "equip_body_ringmail";
pub const FIGHTER_STARTING_SHIELD: &str = "equip_mediumshield";
pub const ROGUE_STARTING_FOOD: &str = "1d2+2";
pub const ROGUE_STARTING_WEAPON: &str = "equip_rapier";
pub const ROGUE_STARTING_ARMOUR: &str = "equip_body_weakleather";
pub const WIZARD_STARTING_FOOD: &str = "1d2+1";
pub const WIZARD_STARTING_WEAPON: &str = "equip_dagger";
pub const WIZARD_STARTING_ARMOUR: &str = "equip_back_protection";
pub const WIZARD_MAX_SCROLL_LVL: i32 = 3;
pub const WIZARD_SCROLL_AMOUNT: &str = "1d3+1";
pub const WIZARD_POTION_AMOUNT: &str = "1d3";
pub const VILLAGER_STARTING_FOOD: &str = "1d3+2";

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pub const DEFAULT_VIEWSHED_STANDARD: i32 = 16; // Standard viewshed radius for almost all entities.
pub const CARRY_CAPACITY_PER_STRENGTH: i32 = 5; // How much weight can be carried per point of strength.
pub const NORMAL_SPEED: i32 = 12; // Normal speed for almost all entities.
pub const SPEED_MOD_BURDENED: f32 = 0.75;
pub const SPEED_MOD_STRAINED: f32 = 0.5;
pub const SPEED_MOD_OVERLOADED: f32 = 0.25;
pub const SPEED_MOD_OVERMAP_TRAVEL: f32 = 0.33;
pub const TURN_COST_MULTIPLIER: i32 = 4; // How many ticks for NORMAL_SPEED to get a turn.
pub const ATTR_BONUS_0: i32 = 10; // At this value, the attribute bonus is 0.
pub const ATTR_NEEDED_PER_POINT: i32 = 2; // How many points +- ATTR_BONUS_0 are needed per +- 1 bonus.
pub const STANDARD_HIT_DIE: i32 = 8; // Standard hit die used for rolling HP.
pub const STANDARD_HIT_DIE_0: i32 = 4; // Standard hit die used for rolling HP for level 0.
pub const STANDARD_MANA_DIE: i32 = 4; // Standard mana die used for rolling mana.
pub const MINIMUM_MANA: i32 = 0; // The minimum mana a monster can have.
pub const MINIMUM_MANA_PLAYER: i32 = 1; // The minimum mana a player can have.
pub const STANDARD_BAC: i32 = 10; // Standard BASE AC.

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use serde::{ Deserialize, Serialize };
#[derive(Serialize, Deserialize, Clone)]
pub enum EVENT {
Turn(i32),
Level(i32),
ChangedFloor(String),
PlayerConfused(i32),
KickedSomething(i32),
BrokeDoor(i32),
LookedForHelp(i32),
Killed(String),
PlayerDied(String),
Discovered(String),
Identified(String),
}
impl EVENT {
pub const COUNT_TURN: &str = "turns";
pub const COUNT_KILLED: &str = "killed";
pub const COUNT_LEVEL: &str = "level";
pub const COUNT_CHANGED_FLOOR: &str = "changed_floor";
pub const COUNT_BROKE_DOOR: &str = "BrokeDoor";
pub const COUNT_PLAYER_CONFUSED: &str = "PlayerConfused";
pub const COUNT_KICK: &str = "kick";
pub const COUNT_LOOKED_FOR_HELP: &str = "LookedForHelp";
}

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use super::names::*;
use super::visuals::*;
use bracket_lib::prelude::*;
pub const ID_OVERMAP: i32 = 1;
pub const ID_TOWN: i32 = 10;
pub const ID_TOWN2: i32 = ID_TOWN + 1;
pub const ID_TOWN3: i32 = ID_TOWN + 2;
pub const ID_INFINITE: i32 = 1000;
pub fn get_local_desc(id: i32) -> String {
let str = match id {
ID_TOWN => NAME_STARTER_TOWN,
ID_INFINITE => NAME_DUNGEON_RANDOM,
_ => "an unnamed overmap tile",
};
return str.to_string();
}
pub fn get_local_col(id: i32) -> RGB {
let col = match id {
ID_TOWN => TO_TOWN_COLOUR,
ID_TOWN2 => GRASS_COLOUR,
ID_OVERMAP => TO_OVERMAP_COLOUR,
_ => (255, 255, 255),
};
return RGB::from_u8(col.0, col.1, col.2);
}
pub fn rgb_to_u8(col: RGB) -> (u8, u8, u8) {
return ((col.r * 255.0) as u8, (col.g * 255.0) as u8, (col.b * 255.0) as u8);
}

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pub const NOCHARGES_WREST: &str = "You wrest one last charge from the worn-out wand.";
pub const NOCHARGES_DIDNOTHING: &str = "The wand does nothing.";
pub const IDENTIFY_ALL: &str = "You feel attuned to your belongings!";
pub const IDENTIFY_ALL_BLESSED: &str = "Divine favour reveals all";
pub const REMOVECURSE: &str = "You feel a weight lifted!";
pub const REMOVECURSE_BLESSED: &str = "You feel righteous";
pub const REMOVECURSE_BLESSED_FAILED: &str = "You feel righteous! But nothing happened.";
pub const DAMAGE_PLAYER_HIT: &str = "are hit!";
pub const DAMAGE_ITEM_HIT: &str = "is ruined!";
pub const DAMAGE_OTHER_HIT: &str = "is hit!";
pub const HEAL_PLAYER_HIT: &str = "recover some vigour.";
pub const HEAL_PLAYER_HIT_BLESSED: &str = "You feel great";
pub const HEAL_OTHER_HIT: &str = "is rejuvenated!";
pub const MAGICMAP: &str = "You recall your surroundings!";
pub const MAGICMAP_CURSED: &str = "... but forget where you last were";
pub const NUTRITION: &str = "You eat the";
pub const NUTRITION_CURSED: &str = "Blech! Rotten";
pub const NUTRITION_BLESSED: &str = "Delicious";
pub const LEVELUP_PLAYER: &str = "Welcome to experience level";
pub const YOU_PICKUP_ITEM: &str = "You pick up the";
pub const YOU_DROP_ITEM: &str = "You drop the";
pub const YOU_EQUIP_ITEM: &str = "You equip the";
pub const YOU_REMOVE_ITEM: &str = "You unequip your";
pub const YOU_REMOVE_ITEM_CURSED: &str = "You can't remove the";
/// Prefixes death message.
pub const PLAYER_DIED: &str = "You died!";
/// Death message specifiers. Appended after PlayerDied.
pub const PLAYER_DIED_SUICIDE: &str = "You killed yourself";
pub const PLAYER_DIED_NAMED_ATTACKER: &str = "You were killed by";
pub const PLAYER_DIED_UNKNOWN: &str = "You were killed"; // Ultimately, this should never be used. Slowly include specific messages for any death.
/// Death message addendums. Appended at end of death message.
pub const PLAYER_DIED_ADDENDUM_FIRST: &str = " ";
pub const PLAYER_DIED_ADDENDUM_MID: &str = ", ";
pub const PLAYER_DIED_ADDENDUM_LAST: &str = ", and ";
pub const STATUS_CONFUSED_STRING: &str = "confused";
pub const STATUS_BLIND_STRING: &str = "blinded";
// Results in something like: "You died! You were killed by a kobold captain, whilst confused."
// Dungeon features
pub const FEATURE_TREANTS: &str = "You feel an unusual freshness in the air.";
pub const FEATURE_BARRACKS_GOBLIN: &str = "You hear an order being barked, and ignored.";
pub const FEATURE_BARRACKS_KOBOLD: &str = "You hear someone being reprimanded for disobedience.";
pub const FEATURE_BARRACKS_ORC: &str = "You hear someone barking orders.";

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src/consts/mod.rs Normal file
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pub mod entity;
pub mod visuals;
pub mod messages;
pub mod char_create;
pub mod events;
pub mod ids;
pub mod names;
pub mod sprites;
pub mod prelude {
pub use super::visuals::{ TILE_LAYER, ENTITY_LAYER, TEXT_LAYER, HP_BAR_LAYER };
}
pub const TILESIZE: f32 = 16.0;
pub const DISPLAYWIDTH: u32 = 100;
pub const DISPLAYHEIGHT: u32 = 56;

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pub const NAME_OVERMAP: &str = "the travel map";
pub const SHORTNAME_OVERMAP: &str = "Travel";
pub const NAME_DUNGEON_RANDOM: &str = "the dungeon";
pub const SHORTNAME_DUNGEON_RANDOM: &str = "D";
pub const NAME_STARTER_TOWN: &str = "the port town of Saff";
pub const SHORTNAME_STARTER_TOWN: &str = "Saff";
pub const NAME_FOREST_BUILDER: &str = "the woods outside of town";
pub const SHORTNAME_FOREST_BUILDER: &str = "Woods";

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// Row 1
pub const UNKN: usize = 0;
pub const UNKN2: usize = 1;
pub const UNKN3: usize = 2;
pub const CANDLE: usize = 3;
pub const CANDLE2: usize = 4;
pub const CANDLE3: usize = 5;
pub const CANDLE4: usize = 6;
pub const CANDLE5: usize = 7;
pub const CANDLE6: usize = 8;
pub const CAULDRON: usize = 9;
pub const CAULDRON2: usize = 10;
pub const POTS: usize = 11;
pub const POTS2: usize = 12;
pub const POT: usize = 13;
pub const SPIKES: usize = 14;
pub const SPIKES2: usize = 15;
// Row 2
pub const WINDOW: usize = 16;
pub const DOOR: usize = 17;
pub const DOOR_OPEN: usize = 18;
pub const ROOF_BASE: usize = 19;
pub const ROOF_BASE2: usize = 20;
pub const ROOF: usize = 21;
pub const ROOF2: usize = 22;
pub const ROOF_CHIMNEY: usize = 23;
pub const SIGN: usize = 24;
pub const SIGN_BLACKSMITH: usize = 25;
pub const SIGN_POTION: usize = 26;
pub const SIGN_FURNITURE: usize = 27;
pub const WINDOW_LIT: usize = 28;
pub const STATUE_ANGEL: usize = 29;
pub const STATUE: usize = 30;
pub const STATUE_SPIDER: usize = 31;
// Row 3
pub const UNKN4: usize = 32;
pub const UNKN5: usize = 33;
pub const UNKN6: usize = 34;
pub const UNKN7: usize = 35;
pub const UNKN8: usize = 36;
pub const TREE: usize = 37;
pub const TREE2: usize = 38;
pub const PATH_GRASS: usize = 39;
pub const PATH_GRASS_QUAD: usize = 40;
pub const PATH_GRASS_QUAD2: usize = 41;
pub const PATH_GRASS_QUAD3: usize = 42;
pub const CAMPFIRE: usize = 43;
pub const CAMPFIRE_LIT: usize = 44;
pub const CAMPFIRE_LIT2: usize = 45; // ANIMATE WITH % 2 AND SOMETHING TO DO WITH FRAME TIME
pub const THRONE: usize = 46;
pub const THRONE2: usize = 47;
// Row 4
pub const BOOKSHELF: usize = 48;
pub const BOOKSHELF_EMPTY: usize = 49;
pub const BED: usize = 50;
pub const CHAIR: usize = 51;
pub const TABLE: usize = 52;
pub const TABLE_L: usize = 53;
pub const TABLE_M: usize = 54;
pub const TABLE_R: usize = 55;
pub const CHAIR_AT_TABLE_L: usize = 56;
pub const TABLE_M_PARCHMENT: usize = 57;
pub const CHAIR_AT_TABLE_R: usize = 58;
pub const TABLE_DARK: usize = 59;
pub const TABLE_DARK_SKULL: usize = 60;
pub const TABLE_DARK_L: usize = 61;
pub const TABLE_DARK_M: usize = 62;
pub const TABLE_DARK_R: usize = 63;
// Row 5
pub const GRASS: usize = 64;
pub const GRASS2: usize = 65;
pub const GRASS3: usize = 66;
pub const GRASS4: usize = 67;
pub const GRASS5: usize = 68;
pub const MUSHROOM: usize = 69;
pub const MUSHROOM_PURPLE: usize = 70;
pub const MUSHROOM_ORANGE: usize = 71;
pub const LILYPAD: usize = 72;
pub const LILYPAD2: usize = 73;
pub const LILYPAD3: usize = 74;
pub const LILYPAD4: usize = 75;
pub const LILYPAD5: usize = 76;
pub const LILYPAD6: usize = 77;
pub const LILYPAD7: usize = 78;
pub const LILYPAD8: usize = 79;
// Row 6 (80-95)
// Row 7 (96-111)
// Row 8 (112-127)
pub const FLOOR_WOOD: usize = 124;
// Row 9 (128-143)
// Row 10 (144-159)
// Row 11 (160-175)
pub const WATER_DEEP: usize = 164;
// Row 12 (176-191)
// Row 13 (192-207)
// Row 14 (208-223)
pub const FLOOR_GRASS: usize = 216;
// Row 15 (224-239)
pub const FLOOR: usize = 224;
// Row 16 (240-255)
// Row 17 (256-271)
// Row 18 (272-287)
// Row 19 (288-303)
pub const WALL_BASE: usize = 288;
pub const WALL_BASE2: usize = 289;
pub const WALL_BASE3: usize = 290;
pub const WALL_BASE4: usize = 291;
pub const WALL_CLOTH_BASE: usize = 292;
pub const WALL_CRACKED_BASE: usize = 293;
pub const WALL: usize = 294;
pub const WALL2: usize = 295;
pub const WALL3: usize = 296;
pub const WALL4: usize = 297;
pub const WALL_CRACKED: usize = 298;
pub const WALL_CLOTH_H: usize = 299;
pub const STAIR_D: usize = 300;
pub const STAIR_A: usize = 301;
pub const BASIN: usize = 302;
pub const BASIN_EMPTY: usize = 303;

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use bracket_lib::prelude::*;
// POST-PROCESSING
pub const WITH_DARKEN_BY_DISTANCE: bool = true; // If further away tiles should get darkened, instead of a harsh transition to non-visible.
pub const VIEWPORT_W: i32 = 69;
pub const VIEWPORT_H: i32 = 41;
pub const TILE_LAYER: usize = 1;
pub const ENTITY_LAYER: usize = 2;
pub const TEXT_LAYER: usize = 3;
pub const HP_BAR_LAYER: usize = 4;
pub const BRIGHTEN_FG_COLOUR_BY: i32 = 16;
pub const GLOBAL_OFFSET_MIN_CLAMP: f32 = -0.5;
pub const GLOBAL_OFFSET_MAX_CLAMP: f32 = 1.0;
pub const WITH_SCANLINES_BRIGHTEN_AMOUNT: f32 = 0.1; // 0.0 = no brightening, 1.0 = full brightening.
pub const NON_VISIBLE_MULTIPLIER: f32 = 0.3; // 0.0 = black, 1.0 = full colour.
pub const NON_VISIBLE_MULTIPLIER_IF_SCANLINES: f32 = 0.8; // as above, but when using scanlines. should be higher.
pub const MAX_DARKENING: f32 = 0.45; // 0.0 = black, 1.0 = full colour - only used if WITH_DARKEN_BY_DISTANCE is true.
pub const MAX_DARKENING_IF_SCANLINES: f32 = 0.9; // as above, but when using scanlines. should be higher.
pub const START_DARKEN_AT_N_TILES: f32 = 8.0; // start darkening at this distance (should always be less than entity::DEFAULT_VIEWSHED_STANDARD).
pub const SHORT_PARTICLE_LIFETIME: f32 = 100.0; // in ms
pub const DEFAULT_PARTICLE_LIFETIME: f32 = 200.0;
pub const LONG_PARTICLE_LIFETIME: f32 = 300.0;
pub const TARGETING_CURSOR_COL: (u8, u8, u8) = GOLDENROD;
pub const TARGETING_LINE_COL: (u8, u8, u8) = LIGHTGOLDENROD;
pub const TARGETING_AOE_COL: (u8, u8, u8) = (20, 20, 20);
pub const TARGETING_VALID_COL: (u8, u8, u8) = (10, 10, 10);
// THEMES
pub const BLOODSTAIN_COLOUR: (u8, u8, u8) = (153, 0, 0);
// DEFAULT THEME
pub const DEFAULT_BG_COLOUR: (u8, u8, u8) = (29, 50, 50);
pub const DEFAULT_BG_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const WALL_COLOUR: (u8, u8, u8) = (229, 191, 94);
pub const WALL_OFFSETS: (i32, i32, i32) = (48, 48, 48);
pub const FLOOR_COLOUR: (u8, u8, u8) = (25, 204, 122);
pub const FLOOR_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const STAIR_COLOUR: (u8, u8, u8) = (200, 200, 0);
pub const STAIR_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const WOOD_FLOOR_COLOUR: (u8, u8, u8) = (41, 30, 20);
pub const WOOD_FLOOR_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const FENCE_FG_COLOUR: (u8, u8, u8) = (110, 24, 0);
pub const FENCE_COLOUR: (u8, u8, u8) = (45, 30, 10);
pub const FENCE_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const BRIDGE_COLOUR: (u8, u8, u8) = (42, 48, 37);
pub const BRIDGE_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const GRAVEL_COLOUR: (u8, u8, u8) = (26, 26, 53);
pub const GRAVEL_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const ROAD_COLOUR: (u8, u8, u8) = (8, 38, 40);
pub const ROAD_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const GRASS_COLOUR: (u8, u8, u8) = (9, 65, 6);
pub const GRASS_OFFSETS: (i32, i32, i32) = (3, 20, 10);
pub const FOLIAGE_COLOUR: (u8, u8, u8) = (5, 60, 5);
pub const FOLIAGE_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const HEAVY_FOLIAGE_COLOUR: (u8, u8, u8) = (5, 60, 5);
pub const HEAVY_FOLIAGE_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const SAND_COLOUR: (u8, u8, u8) = (70, 70, 21);
pub const SAND_OFFSETS: (i32, i32, i32) = (10, 10, 10);
pub const SHALLOW_WATER_COLOUR: (u8, u8, u8) = (24, 47, 99);
pub const SHALLOW_WATER_OFFSETS: (i32, i32, i32) = (3, 10, 45);
pub const DEEP_WATER_COLOUR: (u8, u8, u8) = (18, 33, 63);
pub const DEEP_WATER_OFFSETS: (i32, i32, i32) = (5, 10, 32);
pub const BARS_COLOUR: (u8, u8, u8) = (100, 100, 100);
pub const IMPASSABLE_MOUNTAIN_COLOUR: (u8, u8, u8) = (20, 23, 20);
pub const IMPASSABLE_MOUNTAIN_OFFSETS: (i32, i32, i32) = (4, 4, 4);
// FOREST THEME
pub const FOREST_WALL_COLOUR: (u8, u8, u8) = (0, 153, 0);
// DEFAULT THEME
#[allow(dead_code)]
pub const WALL_GLYPH: char = '#';
pub const FLOOR_GLYPH: char = '.';
pub const DOWN_STAIR_GLYPH: char = '>';
pub const UP_STAIR_GLYPH: char = '<';
pub const WOOD_FLOOR_GLYPH: char = '.';
pub const FENCE_GLYPH: char = '=';
pub const BRIDGE_GLYPH: char = '.';
pub const GRAVEL_GLYPH: char = ';';
pub const ROAD_GLYPH: char = '.';
pub const GRASS_GLYPH: char = '"';
pub const FOLIAGE_GLYPH: char = ':';
pub const HEAVY_FOLIAGE_GLYPH: char = ';';
pub const SAND_GLYPH: char = '.';
pub const SHALLOW_WATER_GLYPH: char = '~';
pub const DEEP_WATER_GLYPH: char = '≈';
pub const BARS_GLYPH: char = '#';
pub const IMPASSABLE_MOUNTAIN_GLYPH: char = '▲';
// FOREST THEME
pub const FOREST_WALL_GLYPH: char = '♣';
// Overmap/transition stuff
pub const TO_OVERMAP_GLYPH: char = '<';
pub const TO_OVERMAP_COLOUR: (u8, u8, u8) = (205, 127, 50);
pub const TO_TOWN_GLYPH: char = 'o';
pub const TO_TOWN_COLOUR: (u8, u8, u8) = (205, 127, 50);