// 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 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; // 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 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) = (0, 0, 0); pub const STAIR_COLOUR: (u8, u8, u8) = (200, 200, 0); pub const STAIR_OFFSETS: (i32, i32, i32) = (0, 0, 0); pub const WOOD_FLOOR_COLOUR: (u8, u8, u8) = (41, 30, 20); pub const WOOD_FLOOR_OFFSETS: (i32, i32, i32) = (0, 0, 0); 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) = (0, 0, 0); pub const BRIDGE_COLOUR: (u8, u8, u8) = (42, 48, 37); pub const BRIDGE_OFFSETS: (i32, i32, i32) = (0, 0, 0); pub const GRAVEL_COLOUR: (u8, u8, u8) = (26, 26, 53); pub const GRAVEL_OFFSETS: (i32, i32, i32) = (0, 0, 0); pub const ROAD_COLOUR: (u8, u8, u8) = (8, 38, 40); pub const ROAD_OFFSETS: (i32, i32, i32) = (0, 0, 0); pub const GRASS_COLOUR: (u8, u8, u8) = (9, 65, 6); pub const GRASS_OFFSETS: (i32, i32, i32) = (3, 40, 3); pub const FOLIAGE_COLOUR: (u8, u8, u8) = (5, 60, 5); pub const FOLIAGE_OFFSETS: (i32, i32, i32) = (0, 0, 0); pub const HEAVY_FOLIAGE_COLOUR: (u8, u8, u8) = (5, 60, 5); pub const HEAVY_FOLIAGE_OFFSETS: (i32, i32, i32) = (0, 0, 0); pub const SAND_COLOUR: (u8, u8, u8) = (70, 70, 21); pub const SAND_OFFSETS: (i32, i32, i32) = (0, 0, 0); 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 = '♣';