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Add an additional kind of stairs to dungeons.
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@ -12,6 +12,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- New Skills for Climbing: Climbing Speed and Climbing Cost
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- New Skills for Climbing: Climbing Speed and Climbing Cost
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- Pickaxes (can be used to collect gems and mine weak rock)
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- Pickaxes (can be used to collect gems and mine weak rock)
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- You can now jump out of rolls for a slight jump boost
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- You can now jump out of rolls for a slight jump boost
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- Dungeons now have multiple kinds of stairs.
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### Changed
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### Changed
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@ -35,6 +35,8 @@ rayon = "1.5"
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serde = { version = "1.0.110", features = ["derive"] }
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serde = { version = "1.0.110", features = ["derive"] }
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ron = { version = "0.6", default-features = false }
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ron = { version = "0.6", default-features = false }
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assets_manager = {version = "0.4.3", features = ["ron"]}
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assets_manager = {version = "0.4.3", features = ["ron"]}
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#inline_tweak = "1.0.2"
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[dev-dependencies]
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[dev-dependencies]
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criterion = "0.3"
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criterion = "0.3"
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@ -201,7 +201,7 @@ impl Dungeon {
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let pos = self.origin.map2(FLOOR_SIZE, |e, sz| e + sz as i32 / 2);
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let pos = self.origin.map2(FLOOR_SIZE, |e, sz| e + sz as i32 / 2);
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if area.contains_point(pos - self.origin) {
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if area.contains_point(pos - self.origin) {
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supplement.add_entity(
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supplement.add_entity(
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EntityInfo::at(Vec3::new(pos.x as f32, pos.y as f32, self.alt as f32) + 0.5)
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EntityInfo::at(Vec3::new(pos.x as f32, pos.y as f32, self.alt as f32) + 2.5)
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.into_waypoint(),
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.into_waypoint(),
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);
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);
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}
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}
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@ -217,9 +217,15 @@ impl Dungeon {
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const TILE_SIZE: i32 = 13;
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const TILE_SIZE: i32 = 13;
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#[derive(Clone)]
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pub enum StairsKind {
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Spiral,
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WallSpiral,
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}
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#[derive(Clone)]
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#[derive(Clone)]
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pub enum Tile {
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pub enum Tile {
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UpStair(Id<Room>),
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UpStair(Id<Room>, StairsKind),
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DownStair(Id<Room>),
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DownStair(Id<Room>),
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Room(Id<Room>),
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Room(Id<Room>),
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Tunnel,
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Tunnel,
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@ -230,7 +236,7 @@ impl Tile {
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fn is_passable(&self) -> bool {
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fn is_passable(&self) -> bool {
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matches!(
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matches!(
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self,
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self,
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Tile::UpStair(_) | Tile::DownStair(_) | Tile::Room(_) | Tile::Tunnel
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Tile::UpStair(_, _) | Tile::DownStair(_) | Tile::Room(_) | Tile::Tunnel
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)
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)
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}
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}
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}
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}
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@ -345,8 +351,16 @@ impl Floor {
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Tile::DownStair(downstair_room),
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Tile::DownStair(downstair_room),
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);
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);
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}
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}
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this.tiles
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let stair_kind = if ctx.rng.gen::<f32>() < 0.3 {
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.set(stair_tile - tile_offset, Tile::UpStair(upstair_room));
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StairsKind::Spiral
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} else {
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StairsKind::WallSpiral
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};
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this.tiles.set(
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stair_tile - tile_offset,
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Tile::UpStair(upstair_room, stair_kind),
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);
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this.create_rooms(ctx, level, 7);
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this.create_rooms(ctx, level, 7);
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// Create routes between all rooms
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// Create routes between all rooms
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@ -444,7 +458,7 @@ impl Floor {
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let transition = |_a: &Vec2<i32>, b: &Vec2<i32>| match self.tiles.get(*b) {
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let transition = |_a: &Vec2<i32>, b: &Vec2<i32>| match self.tiles.get(*b) {
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Some(Tile::Room(_)) | Some(Tile::Tunnel) => 1.0,
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Some(Tile::Room(_)) | Some(Tile::Tunnel) => 1.0,
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Some(Tile::Solid) => 25.0,
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Some(Tile::Solid) => 25.0,
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Some(Tile::UpStair(_)) | Some(Tile::DownStair(_)) => 0.0,
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Some(Tile::UpStair(_, _)) | Some(Tile::DownStair(_)) => 0.0,
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_ => 100000.0,
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_ => 100000.0,
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};
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};
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let satisfied = |l: &Vec2<i32>| *l == b;
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let satisfied = |l: &Vec2<i32>| *l == b;
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@ -1195,10 +1209,10 @@ impl Floor {
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let colors = &index.colors.site.dungeon;
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let colors = &index.colors.site.dungeon;
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let vacant = BlockMask::new(with_sprite(SpriteKind::Empty), 1);
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let vacant = BlockMask::new(with_sprite(SpriteKind::Empty), 1);
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let make_staircase = move |pos: Vec3<i32>, radius: f32, inner_radius: f32, stretch: f32| {
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let stone = BlockMask::new(Block::new(BlockKind::Rock, colors.stone.into()), 5);
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let stone = BlockMask::new(Block::new(BlockKind::Rock, colors.stone.into()), 5);
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let make_spiral_staircase =
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move |pos: Vec3<i32>, radius: f32, inner_radius: f32, stretch: f32| {
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if (pos.xy().magnitude_squared() as f32) < inner_radius.powi(2) {
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if (pos.xy().magnitude_squared() as f32) < inner_radius.powi(2) {
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stone
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stone
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} else if (pos.xy().magnitude_squared() as f32) < radius.powi(2) {
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} else if (pos.xy().magnitude_squared() as f32) < radius.powi(2) {
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@ -1215,6 +1229,35 @@ impl Floor {
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BlockMask::nothing()
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BlockMask::nothing()
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}
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}
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};
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};
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let make_wall_staircase =
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move |pos: Vec3<i32>, radius: f32, stretch: f32, height_limit: i32| {
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if (pos.x.abs().max(pos.y.abs())) as f32 > 0.6 * radius && pos.z <= height_limit {
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if ((pos.x as f32).atan2(pos.y as f32) / (f32::consts::PI * 2.0) * stretch
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+ pos.z as f32)
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.rem_euclid(stretch)
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< 1.0
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{
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stone
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} else {
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vacant
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}
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} else {
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vacant
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}
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};
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let make_staircase = move |kind: &StairsKind,
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pos: Vec3<i32>,
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radius: f32,
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inner_radius: f32,
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stretch: f32,
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height_limit: i32| {
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match kind {
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StairsKind::Spiral => make_spiral_staircase(pos, radius, inner_radius, stretch),
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StairsKind::WallSpiral => {
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make_wall_staircase(pos, radius, stretch * 3.0, height_limit)
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},
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}
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};
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let wall_thickness = 3.0;
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let wall_thickness = 3.0;
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let dist_to_wall = self
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let dist_to_wall = self
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@ -1326,18 +1369,17 @@ impl Floor {
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vacant
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vacant
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}
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}
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},
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},
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Some(Tile::DownStair(_)) => {
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Some(Tile::DownStair(_)) => vacant,
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make_staircase(Vec3::new(rtile_pos.x, rtile_pos.y, z), 0.0, 0.5, 9.0)
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Some(Tile::UpStair(room, kind)) => {
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.resolve_with(vacant)
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},
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Some(Tile::UpStair(room)) => {
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let inner_radius: f32 = 0.5;
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let inner_radius: f32 = 0.5;
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let stretch = 9;
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let stretch = 9;
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let block = make_staircase(
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let block = make_staircase(
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kind,
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Vec3::new(rtile_pos.x, rtile_pos.y, z),
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Vec3::new(rtile_pos.x, rtile_pos.y, z),
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TILE_SIZE as f32 / 2.0,
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TILE_SIZE as f32 / 2.0,
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inner_radius,
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inner_radius,
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stretch as f32,
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stretch as f32,
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self.total_depth(),
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);
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);
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let furniture = SpriteKind::WallSconce;
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let furniture = SpriteKind::WallSconce;
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let ori = Floor::relative_ori(Vec2::zero(), rtile_pos);
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let ori = Floor::relative_ori(Vec2::zero(), rtile_pos);
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@ -1347,10 +1389,12 @@ impl Floor {
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BlockMask::new(Block::air(furniture).with_ori(ori).unwrap(), 1)
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BlockMask::new(Block::air(furniture).with_ori(ori).unwrap(), 1)
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} else {
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} else {
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make_staircase(
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make_staircase(
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kind,
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Vec3::new(rtile_pos.x, rtile_pos.y, z),
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Vec3::new(rtile_pos.x, rtile_pos.y, z),
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TILE_SIZE as f32 / 2.0,
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TILE_SIZE as f32 / 2.0,
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inner_radius,
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inner_radius,
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stretch as f32,
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stretch as f32,
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self.total_depth(),
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)
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)
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}
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}
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},
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},
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