New --mode window (now default): - minifb creates a real OS window (no terminal needed) - fontdue rasterizes DejaVu Sans Mono glyphs to pixel buffer - ASCII characters rendered as colored pixels — same aesthetic - Keyboard polled via get_pressed_keys() every frame: - Instant response, no terminal delay - Proper multi-key support (W+A strafing works) - No Release event hacks needed - No key repeat timeout hacks - Instant stop when key released Controls: WASD/arrows, 1-9/0 paint, X erase, HJKL camera, Q/Esc quit --mode terminal still available as fallback 109 tests, 0 warnings, 0 failures
292 lines
9.6 KiB
Rust
292 lines
9.6 KiB
Rust
use clap::Parser;
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use verbatim::game::Game;
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use verbatim::render::terminal::TerminalRenderer;
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use verbatim::render::window::WindowRenderer;
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use verbatim::render::window_input::WindowInput;
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use verbatim::world::cell::MaterialId;
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use verbatim::ai;
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use std::io::Write;
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#[derive(Parser, Debug)]
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#[command(name = "verbatim", about = "ASCII physics RPG - Noita meets Caves of Qud")]
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struct Cli {
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#[arg(long, default_value = "window")]
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mode: String,
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#[arg(long, default_value_t = 0)]
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headless_ticks: u32,
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#[arg(long, default_value = "scenarios")]
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scenario_dir: String,
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#[arg(long)]
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scenario: Option<String>,
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#[arg(long)]
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replay_file: Option<String>,
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}
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fn main() {
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let cli = Cli::parse();
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match cli.mode.as_str() {
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"window" => {
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run_window_mode();
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}
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"terminal" => {
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std::panic::set_hook(Box::new(|info| {
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let _ = crossterm::terminal::disable_raw_mode();
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let _ = crossterm::execute!(
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std::io::stdout(),
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crossterm::style::ResetColor,
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crossterm::cursor::Show,
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crossterm::terminal::LeaveAlternateScreen,
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crossterm::event::DisableMouseCapture,
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);
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eprintln!("PANIC: {}", info);
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}));
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let mut renderer = TerminalRenderer::new();
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let mut game = Game::new();
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game.run(&mut renderer);
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}
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"pipe" => {
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ai::run_pipe_protocol();
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}
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"test" => {
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run_test_mode(&cli);
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}
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"replay" => {
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run_replay_mode(&cli);
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}
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"headless" => {
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if cli.headless_ticks > 0 {
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run_headless(cli.headless_ticks);
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} else {
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eprintln!("Use --headless-ticks N with --mode headless");
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std::process::exit(1);
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}
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}
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_ => {
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eprintln!("Unknown mode: {}. Use terminal, pipe, test, replay, or headless.", cli.mode);
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std::process::exit(1);
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}
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}
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}
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fn run_test_mode(cli: &Cli) {
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if let Some(path) = &cli.scenario {
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match ai::load_scenario(path) {
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Ok(scenario) => {
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let result = ai::run_scenario(&scenario);
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let report = ai::format_results(&[result.clone()]);
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println!("{}", report);
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if !result.passed {
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std::process::exit(1);
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}
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}
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Err(e) => {
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eprintln!("Error loading scenario: {}", e);
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std::process::exit(1);
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}
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}
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} else {
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let results = ai::run_all_scenarios(&cli.scenario_dir);
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if results.is_empty() {
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eprintln!("No scenarios found in {}", cli.scenario_dir);
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std::process::exit(1);
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}
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let report = ai::format_results(&results);
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println!("{}", report);
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let any_failed = results.iter().any(|r| !r.passed);
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if any_failed {
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std::process::exit(1);
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}
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}
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}
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fn run_replay_mode(cli: &Cli) {
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let path = match &cli.replay_file {
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Some(p) => p,
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None => {
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eprintln!("Use --replay-file PATH with --mode replay");
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std::process::exit(1);
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}
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};
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match ai::ReplayPlayer::load(path) {
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Ok(player) => {
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let session = player.play();
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let state = session.get_state();
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println!("=== Replay: {} events ===", player.recording().events.len());
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println!("Final tick: {}", state.tick);
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if let Some(ref p) = state.player {
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println!("Player: {} hp={:.1}/{:.1} pos=({:.1},{:.1}) alive={}",
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p.kind, p.health, p.max_health, p.pos[0], p.pos[1], p.alive);
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}
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println!("Entities: {}", state.entities.len());
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println!("\nFinal view:\n{}", state.view);
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}
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Err(e) => {
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eprintln!("Error loading replay: {}", e);
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std::process::exit(1);
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}
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}
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}
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fn run_headless(ticks: u32) {
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let mut game = Game::new();
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game.init_world();
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let (px, py) = game.player.center(&game.entities);
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let cam_x = px as i32 - 40;
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let cam_y = py as i32 - 12;
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let mut log = String::new();
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log.push_str(&format!("=== Verbatim Headless Run: {} ticks ===\n\n", ticks));
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log.push_str(&format!("World: {}x{}\n", game.grid.width, game.grid.height));
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log.push_str(&format!("Player start: ({:.1}, {:.1})\n", px, py));
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log.push_str(&format!("Camera: ({}, {})\n\n", cam_x, cam_y));
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log.push_str("=== Tick 0 (initial state) ===\n");
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log.push_str(&dump_view(&game.grid, &game.entities, cam_x, cam_y, 80, 25));
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log.push_str(&format!("Player: {:?}\n", player_info(&game)));
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log.push_str(&format!("Entities: {}\n\n", game.entities.all().len()));
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let dump_interval = (ticks / 10).max(1);
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for t in 1..=ticks {
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game.fixed_update();
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if t % dump_interval == 0 || t == ticks {
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let (px, py) = game.player.center(&game.entities);
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let cam_x = px as i32 - 40;
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let cam_y = py as i32 - 12;
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log.push_str(&format!("=== Tick {} ===\n", t));
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log.push_str(&dump_view(&game.grid, &game.entities, cam_x, cam_y, 80, 25));
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log.push_str(&format!("Player: {:?}\n", player_info(&game)));
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log.push_str(&format!("Entities: {}\n", game.entities.all().len()));
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let alive: Vec<_> = game.entities.all().iter()
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.filter(|e| e.alive)
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.map(|e| format!("{}(hp={:.0}, pos={:?})", ai::entity_kind_name(e.kind), e.health, e.center()))
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.collect();
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log.push_str(&format!("Alive entities: {}\n\n", alive.join(", ")));
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}
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}
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let mut f = std::fs::File::create("headless_dump.txt").expect("Cannot create dump file");
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f.write_all(log.as_bytes()).expect("Cannot write dump");
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eprintln!("Headless run complete: {} ticks, dump written to headless_dump.txt", ticks);
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}
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fn dump_view(grid: &verbatim::world::grid::Grid, entities: &verbatim::entity::EntityManager, cam_x: i32, cam_y: i32, vw: usize, vh: usize) -> String {
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ai::render_view(grid, entities, cam_x, cam_y, vw, vh)
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.lines()
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.enumerate()
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.map(|(i, line)| format!("{:2}{}", (cam_y + i as i32) % 100, line))
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.collect::<Vec<_>>()
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.join("\n") + "\n"
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}
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fn player_info(game: &Game) -> String {
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if let Some(e) = game.player.entity(&game.entities) {
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let (cx, cy) = e.center();
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let body_count = e.bodies.iter().filter(|b| b.alive).count();
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let on_fire = e.on_fire;
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let kind = ai::entity_kind_name(e.kind);
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format!("{} hp={:.1}/{:.1} pos=({:.1},{:.1}) bodies={}/{} on_fire={}", kind, e.health, e.max_health, cx, cy, body_count, e.bodies.len(), on_fire)
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} else {
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"None".to_string()
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}
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}
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fn run_window_mode() {
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let mut renderer = WindowRenderer::new();
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let mut game = Game::new();
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game.init_world();
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let mut input = WindowInput::new();
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let vw = renderer.width();
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let vh = renderer.height();
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use std::time::{Duration, Instant};
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let fixed_dt = Duration::from_millis(16);
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let mut last_time = Instant::now();
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let mut accumulator = Duration::ZERO;
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while renderer.is_open() && game.running {
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let now = Instant::now();
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let frame_time = now.duration_since(last_time);
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last_time = now;
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accumulator += frame_time;
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while accumulator >= fixed_dt {
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game.fixed_update();
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accumulator -= fixed_dt;
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}
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let keys = renderer.get_pressed_keys();
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input.update(&keys);
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if input.quit {
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break;
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}
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if input.jump {
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let on_ground = game.check_on_ground();
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game.player.jump(&mut game.entities, on_ground);
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}
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if input.left {
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game.player.move_left(&mut game.entities);
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} else if input.right {
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game.player.move_right(&mut game.entities);
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} else {
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game.player.stop_horizontal(&mut game.entities);
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}
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if input.cam_left { game.cam_x -= 3; }
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if input.cam_right { game.cam_x += 3; }
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if input.cam_up { game.cam_y -= 3; }
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if input.cam_down { game.cam_y += 3; }
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if let Some(brush_id) = input.paint {
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let mat = match brush_id {
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1 => MaterialId::Sand,
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2 => MaterialId::Water,
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3 => MaterialId::Stone,
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4 => MaterialId::Lava,
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5 => MaterialId::Wood,
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6 => MaterialId::Acid,
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7 => MaterialId::Grass,
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8 => MaterialId::Dirt,
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9 => MaterialId::Fire,
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0 => MaterialId::Flesh,
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99 => MaterialId::Empty,
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_ => continue,
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};
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let cx = game.cam_x + (vw as i32 / 2);
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let cy = game.cam_y + (vh as i32 / 2);
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let r = 2;
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for dy in -r..=r {
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for dx in -r..=r {
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if dx * dx + dy * dy <= r * r + 1 {
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if mat == MaterialId::Empty {
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game.grid.set(cx + dx, cy + dy, verbatim::world::cell::Cell::empty());
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} else {
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game.grid.set_material(cx + dx, cy + dy, mat);
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}
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}
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}
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}
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}
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let (px, py) = game.player.center(&game.entities);
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game.cam_x = px as i32 - (vw as i32 / 2);
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game.cam_y = py as i32 - (vh as i32 / 2);
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renderer.render(&game.grid, &game.entities, game.cam_x, game.cam_y);
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}
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}
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