fix some lints
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a4a96c809d
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fd4f67336b
4 changed files with 4 additions and 13 deletions
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@ -4,7 +4,6 @@ mod player;
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mod room;
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mod room;
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use self::{grid::Grid, player::Player, room::Room};
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use self::{grid::Grid, player::Player, room::Room};
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use super::Activity;
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use crate::State;
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use crate::State;
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use comfy::{error, EngineContext};
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use comfy::{error, EngineContext};
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@ -27,7 +27,7 @@ struct Tile {
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct Room {
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pub struct Room {
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room_type: RoomType,
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_room_type: RoomType,
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pub size: (u8, u8), //(width, height)
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pub size: (u8, u8), //(width, height)
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pub grid: Grid,
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pub grid: Grid,
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furnitures: Vec<Tile>
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furnitures: Vec<Tile>
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@ -54,7 +54,7 @@ impl Room {
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let furnitures = Self::random_room_furniture(&room_type, size, ctx);
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let furnitures = Self::random_room_furniture(&room_type, size, ctx);
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Room {
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Room {
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room_type,
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_room_type: room_type,
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size,
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size,
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grid: Self::create_grid(size.0, size.1),
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grid: Self::create_grid(size.0, size.1),
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furnitures
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furnitures
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@ -80,7 +80,6 @@ impl Room {
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let mut furnitures = Vec::new();
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let mut furnitures = Vec::new();
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let mut empty_spots: IndexSet<u8> = (0 .. width).collect();
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let mut empty_spots: IndexSet<u8> = (0 .. width).collect();
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let mut assets_used: HashSet<&'static str> = HashSet::new();
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fn random_empty_spot<T>(empty_spots: &mut IndexSet<T>) -> Option<T> {
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fn random_empty_spot<T>(empty_spots: &mut IndexSet<T>) -> Option<T> {
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if empty_spots.is_empty() {
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if empty_spots.is_empty() {
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@ -1,11 +1,4 @@
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use crate::{
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use crate::{activities::Activity, game::ZLayer, State};
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activities::{
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house::{self, HouseState},
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Activity
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},
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game::ZLayer,
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State
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};
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use comfy::{
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use comfy::{
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draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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draw_circle, draw_rect_outline, draw_sprite, error, info, is_key_down,
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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main_camera_mut, EngineContext, IVec2, KeyCode, Vec2, RED, WHITE
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@ -86,7 +86,7 @@ impl Sub<i32> for ZLayer {
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}
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}
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}
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}
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pub fn setup(state: &mut State, ctx: &mut EngineContext<'_>) {
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pub fn setup(_state: &mut State, ctx: &mut EngineContext<'_>) {
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Assets::load(ctx);
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Assets::load(ctx);
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}
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}
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