made the switch to using bracket-lib directly, instead of rltk wrapper
this should solve the build issues; it makes using the non-crashing github build a lot easier, because it lets the explicit rltk dependency be removed.
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parent
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commit
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93 changed files with 1528 additions and 770 deletions
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@ -21,7 +21,6 @@ use super::{
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SerializeMe,
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Skill,
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Skills,
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TileType,
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tile_walkable,
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Viewshed,
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BlocksTile,
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@ -30,7 +29,7 @@ use super::{
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use crate::data::entity;
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use crate::data::visuals::BLOODSTAIN_COLOUR;
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use crate::gamesystem::*;
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use rltk::{ RandomNumberGenerator, RGB };
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use bracket_lib::prelude::*;
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use specs::prelude::*;
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use specs::saveload::{ MarkedBuilder, SimpleMarker };
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use std::collections::HashMap;
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@ -52,9 +51,9 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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.with(Position { x: player_x, y: player_y })
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.with(BlocksTile {})
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.with(Renderable {
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glyph: rltk::to_cp437('@'),
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fg: RGB::named(rltk::YELLOW),
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bg: RGB::named(rltk::BLACK),
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glyph: to_cp437('@'),
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fg: RGB::named(YELLOW),
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bg: RGB::named(BLACK),
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render_order: 0,
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})
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.with(Bleeds { colour: RGB::named(BLOODSTAIN_COLOUR) })
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@ -132,7 +131,7 @@ pub fn spawn_region(
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let difficulty = (map.difficulty + player_level) / 2;
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// If no area, log and return.
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if areas.len() == 0 {
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rltk::console::log("DEBUGINFO: No areas capable of spawning mobs!");
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console::log("DEBUGINFO: No areas capable of spawning mobs!");
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return;
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}
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// Get num of each entity type.
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@ -212,7 +211,7 @@ pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
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return;
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}
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rltk::console::log(format!("WARNING: We don't know how to spawn [{}]!", spawn.1));
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console::log(format!("WARNING: We don't know how to spawn [{}]!", spawn.1));
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}
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// 3 scrolls : 3 potions : 1 equipment : 1 wand?
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