cabel-movement (#3)
Cable Movemnt is finished. grid is hard coded Reviewed-on: #3 Co-authored-by: Glaeder <niklas@vousten.dev> Co-committed-by: Glaeder <niklas@vousten.dev>
This commit is contained in:
parent
576b21d8b9
commit
5a4451d6a7
9 changed files with 377 additions and 25 deletions
2
.gitignore
vendored
2
.gitignore
vendored
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@ -1 +1,3 @@
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/target
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*.nix
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.vscode/
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9
Cargo.lock
generated
9
Cargo.lock
generated
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@ -478,8 +478,7 @@ dependencies = [
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[[package]]
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name = "comfy"
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version = "0.4.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "5e8ff7c66a696e9a9e5523d0c4a6306711acb7f6d490d9c412b044a8c95f17f4"
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source = "git+https://github.com/Plonq/comfy/?branch=101-fix-keyboard-events#6293590aec51875e9832ef05a670149d371f849c"
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dependencies = [
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"comfy-core",
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"comfy-wgpu",
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@ -499,8 +498,7 @@ dependencies = [
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[[package]]
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name = "comfy-core"
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version = "0.4.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "398260ce649e9d35adc3ae75565406aab9b360c1e892a48ae3606e3138df150b"
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source = "git+https://github.com/Plonq/comfy/?branch=101-fix-keyboard-events#6293590aec51875e9832ef05a670149d371f849c"
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dependencies = [
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"ahash",
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"anyhow",
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@ -558,8 +556,7 @@ dependencies = [
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[[package]]
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name = "comfy-wgpu"
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version = "0.4.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "6118f09fd99577503ba6861dac53840bae6cf202d70f97042f5cdf43c222e39a"
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source = "git+https://github.com/Plonq/comfy/?branch=101-fix-keyboard-events#6293590aec51875e9832ef05a670149d371f849c"
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dependencies = [
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"bytemuck",
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"comfy-core",
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@ -17,3 +17,8 @@ opt-level = 3
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[dependencies]
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comfy = { version = "0.4.0", features = ["wayland"] }
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log = "0.4.22"
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[patch.crates-io]
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# https://github.com/darthdeus/comfy/issues/101
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# https://github.com/darthdeus/comfy/pull/102
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comfy = { git = "https://github.com/Plonq/comfy/", branch = "101-fix-keyboard-events" }
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@ -1,7 +0,0 @@
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use comfy::*;
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pub fn draw(_state: &crate::State, _engine: &comfy::EngineContext) {
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draw_circle(vec2(0.0, 0.0), 0.5, RED, 0);
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}
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pub fn update(_state: &mut crate::State, _engine: &mut comfy::EngineContext) {}
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69
src/activities/house/grid.rs
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69
src/activities/house/grid.rs
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use comfy::*;
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#[derive(Debug)]
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pub struct Grid {
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pub nodes: Vec<Vec2>,
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pub connections: Vec<(usize, usize)>
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}
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impl Default for Grid {
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fn default() -> Self {
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Grid::load() //Just for testing purposes
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}
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}
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impl Grid {
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fn load() -> Self {
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let mut grid = Self {
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nodes: vec![
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vec2(10.0, 0.0),
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vec2(0.0, 0.0),
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vec2(0.0, 10.0),
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vec2(-10.0, 0.0),
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vec2(10.0, 10.0),
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],
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connections: vec![(0, 1), (1, 2), (1, 3), (0, 4), (0, 5), (5, 1), (6, 7)]
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};
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grid.sanitize();
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grid
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}
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fn sanitize(&mut self) {
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let mut len = self.nodes.len();
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let connections = self
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.connections
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.iter()
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.filter(|(conn_i1, conn_i2)| {
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if conn_i1 >= &mut len || conn_i2 >= &mut len {
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error!("Connection in grid not possible {:?}", (conn_i1, conn_i2));
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false
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} else {
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true
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}
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})
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.map(|(conn_i1, conn_i2)| (*conn_i1, *conn_i2))
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.collect();
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self.connections = connections;
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}
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pub fn draw(&self) {
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//Draw Grid
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for node in &self.nodes {
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draw_circle(*node, 0.25, BLUE, 0);
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}
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for (conn_i1, conn_i2) in &self.connections {
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let node_1 = self.nodes.get(*conn_i1);
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let node_2 = self.nodes.get(*conn_i2);
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if node_1.is_none() || node_2.is_none() {
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error!("Connection in grid not available {:?}", (conn_i1, conn_i2));
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continue;
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}
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draw_line(*node_1.unwrap(), *node_2.unwrap(), 0.1, BLUE, 0);
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}
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}
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}
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23
src/activities/house/mod.rs
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23
src/activities/house/mod.rs
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mod grid;
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mod player;
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use grid::Grid;
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use player::Player;
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#[derive(Debug, Default)]
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pub struct HouseState {
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grid: Grid,
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player: Player
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}
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
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//Draw Grid
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state.house.grid.draw();
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//Draw Player
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state.house.player.draw();
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}
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pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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state.house.player.update(&state.house.grid);
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}
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268
src/activities/house/player.rs
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268
src/activities/house/player.rs
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use comfy::*;
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use super::Grid;
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#[derive(Debug)]
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pub struct Player {
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position: Vec2,
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speed: f32,
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connection: usize,
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next_connections: Vec<usize>
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}
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impl Default for Player {
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fn default() -> Self {
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Self {
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position: Default::default(),
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speed: 10.0,
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connection: 0,
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next_connections: vec![1, 2, 3]
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}
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}
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}
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impl Player {
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pub fn draw(&self) {
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draw_circle(self.position, 0.5, RED, 0);
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}
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pub fn update(&mut self, grid: &Grid) {
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let allowed_movement = get_allowed_movement(self, grid);
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move_player(self, allowed_movement);
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if !on_current_connection(self, grid) && !update_connections(self, grid) {
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snap_to_closest_node(self, grid);
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}
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}
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}
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fn move_player(player: &mut Player, allowed_movement: (bool, bool, bool, bool)) {
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let (
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allow_up_movement,
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allow_down_movement,
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allow_left_movement,
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allow_right_movement
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) = allowed_movement;
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if allow_up_movement && is_key_down(KeyCode::Up) {
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player.position += vec2(0.0, player.speed) * delta();
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}
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if allow_down_movement && is_key_down(KeyCode::Down) {
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player.position += vec2(0.0, -player.speed) * delta();
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}
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if allow_right_movement && is_key_down(KeyCode::Right) {
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player.position += vec2(player.speed, 0.0) * delta();
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}
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if allow_left_movement && is_key_down(KeyCode::Left) {
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player.position += vec2(-player.speed, 0.0) * delta();
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}
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}
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//(UP, DOWN, LEFT, RIGHT)
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fn get_allowed_movement(player: &Player, grid: &Grid) -> (bool, bool, bool, bool) {
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let (conn_i1, conn_i2) = grid.connections.get(player.connection).unwrap();
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let node_1 = grid.nodes.get(*conn_i1).unwrap();
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let node_2 = grid.nodes.get(*conn_i2).unwrap();
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let range = 0.25;
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if in_node_range(&player.position, node_1, range)
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|| in_node_range(&player.position, node_2, range)
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{
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(true, true, true, true)
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} else {
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let (
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mut allow_up_movement,
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mut allow_down_movement,
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mut allow_left_movement,
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mut allow_right_movement
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) = get_allowed_connection_movement(&player.position, node_1, node_2);
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for conn in &player.next_connections {
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let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
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let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
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let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
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let (
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next_allow_up_movement,
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next_allow_down_movement,
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next_allow_left_movement,
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next_allow_right_movement
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) = get_allowed_connection_movement(&player.position, next_node_1, next_node_2);
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(
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allow_up_movement,
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allow_down_movement,
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allow_left_movement,
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allow_right_movement
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) = (
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allow_up_movement || next_allow_up_movement,
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allow_down_movement || next_allow_down_movement,
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allow_left_movement || next_allow_left_movement,
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allow_right_movement || next_allow_right_movement
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);
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}
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(
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allow_up_movement,
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allow_down_movement,
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allow_left_movement,
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allow_right_movement
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)
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}
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}
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//(UP, DOWN, LEFT, RIGHT)
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fn get_allowed_connection_movement(
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player_position: &Vec2,
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node_1: &Vec2,
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node_2: &Vec2
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) -> (bool, bool, bool, bool) {
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let allow_left_movement = {
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if node_1.x <= node_2.x {
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node_1.x < player_position.x
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&& player_position.x <= node_2.x
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&& player_position.y == node_1.y
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} else {
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node_2.x < player_position.x
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&& player_position.x <= node_1.x
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&& player_position.y == node_1.y
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}
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};
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let allow_right_movement = {
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if node_1.x <= node_2.x {
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node_1.x <= player_position.x
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&& player_position.x < node_2.x
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&& player_position.y == node_1.y
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} else {
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node_2.x <= player_position.x
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&& player_position.x < node_1.x
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&& player_position.y == node_1.y
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}
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};
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let allow_up_movement = {
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if node_1.y <= node_2.y {
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node_1.y <= player_position.y
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&& player_position.y < node_2.y
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&& player_position.x == node_1.x
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} else {
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node_2.y <= player_position.y
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&& player_position.y < node_1.y
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&& player_position.x == node_1.x
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}
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};
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let allow_down_movement = {
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if node_1.y <= node_2.y {
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node_1.y < player_position.y
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&& player_position.y <= node_2.y
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&& player_position.x == node_1.x
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} else {
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node_2.y < player_position.y
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&& player_position.y <= node_1.y
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&& player_position.x == node_1.x
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}
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};
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(
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allow_up_movement,
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allow_down_movement,
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allow_left_movement,
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allow_right_movement
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)
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}
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fn on_current_connection(player: &Player, grid: &Grid) -> bool {
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let (conn_i1, conn_i2) = grid.connections.get(player.connection).unwrap();
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let node_1 = grid.nodes.get(*conn_i1).unwrap();
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let node_2 = grid.nodes.get(*conn_i2).unwrap();
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on_connection(&player.position, node_1, node_2)
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}
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fn on_connection(player_position: &Vec2, node_1: &Vec2, node_2: &Vec2) -> bool {
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let on_x = if node_1.x <= node_2.x {
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node_1.x <= player_position.x && player_position.x <= node_2.x
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} else {
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node_2.x <= player_position.x && player_position.x <= node_1.x
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};
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let on_y = if node_1.y <= node_2.y {
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node_1.y <= player_position.y && player_position.y <= node_2.y
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} else {
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node_2.y <= player_position.y && player_position.y <= node_1.y
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};
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on_x && on_y
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}
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fn update_connections(player: &mut Player, grid: &Grid) -> bool {
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for conn in &player.next_connections {
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let (next_conn_i1, next_conn_i2) = grid.connections.get(*conn).unwrap();
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let next_node_1 = grid.nodes.get(*next_conn_i1).unwrap();
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let next_node_2 = grid.nodes.get(*next_conn_i2).unwrap();
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if on_connection(&player.position, next_node_1, next_node_2) {
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player.connection = *conn;
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//Update next connections
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let mut next_connections = Vec::new();
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for (i, (poss_conn_i1, poss_conn_i2)) in grid.connections.iter().enumerate() {
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if (next_conn_i1, next_conn_i2) != (poss_conn_i1, poss_conn_i2)
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&& next_conn_i1 == poss_conn_i1
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|| next_conn_i1 == poss_conn_i2
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|| next_conn_i2 == poss_conn_i1
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|| next_conn_i2 == poss_conn_i2
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{
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next_connections.push(i);
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}
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}
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player.next_connections = next_connections;
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return true;
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}
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}
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false
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}
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fn in_node_range(player_position: &Vec2, node: &Vec2, range: f32) -> bool {
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node.x - range <= player_position.x
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&& player_position.x <= node.x + range
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&& node.y - range <= player_position.y
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&& player_position.y <= node.y + range
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}
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fn get_squared_node_range(player_position: &Vec2, node: &Vec2) -> f32 {
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(player_position.x - node.x).abs() + (player_position.y - node.y).abs()
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}
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fn snap_to_closest_node(player: &mut Player, grid: &Grid) {
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let (current_connection_index_1, current_connection_index_2) =
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grid.connections.get(player.connection).unwrap();
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let mut nodes = HashSet::new();
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nodes.insert(current_connection_index_1);
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nodes.insert(current_connection_index_2);
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for conn in &player.next_connections {
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let (next_connection_index_1, next_connection_index_2) =
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grid.connections.get(*conn).unwrap();
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nodes.insert(next_connection_index_1);
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nodes.insert(next_connection_index_2);
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}
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let mut closest_sqared_range = f32::MAX;
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let mut closest_node = &vec2(0.0, 0.0);
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for node_index in nodes {
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let current_node = grid.nodes.get(*node_index).unwrap();
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let current_squard_range = get_squared_node_range(&player.position, current_node);
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if closest_sqared_range > current_squard_range {
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closest_sqared_range = current_squard_range;
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closest_node = current_node;
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}
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}
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player.position = *closest_node;
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}
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@ -1,8 +1,10 @@
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pub mod house;
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pub mod overworld;
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#[derive(Debug)]
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#[derive(Debug, Default)]
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pub enum Activity {
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#[default]
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House,
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#[allow(dead_code)]
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Overworld
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}
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15
src/main.rs
15
src/main.rs
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mod activities;
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mod game;
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use activities::Activity;
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use activities::{house::HouseState, Activity};
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use comfy::*;
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const GAME_NAME: &str = "Powercreep";
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#[derive(Debug)]
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#[derive(Debug, Default)]
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struct State {
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activity: Activity
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}
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impl Default for State {
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fn default() -> Self {
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Self {
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activity: Activity::House
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}
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}
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activity: Activity,
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house: HouseState
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}
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impl GameLoop for State {
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