Appease Clippy
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50024fa8fa
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54b9f2778c
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@ -86,8 +86,7 @@ impl DungeonLevel {
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.all(|(_x, _y, tile)| *tile != &DungeonTile::Floor)
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{
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' '
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} else {
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if neighborhood
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} else if neighborhood
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.iter()
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.any(|(tile_x, _y, tile)| *tile_x == x && *tile == &DungeonTile::Floor)
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{
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@ -96,7 +95,6 @@ impl DungeonLevel {
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'|'
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}
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}
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}
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DungeonTile::Hallway => '#',
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}
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}
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@ -109,7 +107,7 @@ impl Display for DungeonLevel {
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write!(f, "{}", self.render_tile(x, y))?;
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}
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write!(f, "\n")?;
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writeln!(f)?;
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}
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Ok(())
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@ -1,4 +1,4 @@
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use components::{register_all, Position, CharRender};
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use components::{register_all, CharRender, Position};
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use game::{BranchConfig, DungeonLevel};
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use specs::prelude::*;
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@ -31,6 +31,6 @@ fn main() {
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.build();
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loop {
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dispatcher.dispatch(&mut world);
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dispatcher.dispatch(&world);
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}
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}
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@ -1,12 +1,15 @@
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//! ECS systems.
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use std::sync::Mutex;
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use std::sync::atomic::{AtomicBool, Ordering};
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use lazy_static::lazy_static;
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use pancurses::{Window, endwin, initscr};
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use pancurses::{endwin, initscr, Window};
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use specs::prelude::*;
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use crate::{components::{Position, CharRender}, game::DungeonLevel};
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use crate::{
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components::{CharRender, Position},
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game::DungeonLevel,
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};
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/// System for drawing the state of the game, and potentially waiting
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/// (blocking) for user input.
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@ -15,18 +18,16 @@ pub struct IOSystem {
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}
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lazy_static! {
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static ref WINDOW_INITIALIZED: Mutex<bool> = Mutex::new(false);
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static ref WINDOW_INITIALIZED: AtomicBool = AtomicBool::new(false);
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}
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impl IOSystem {
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pub fn new() -> Self {
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let mut init = WINDOW_INITIALIZED.lock().unwrap();
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if *init {
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// See the note on `impl Send for IOSystem`.
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if WINDOW_INITIALIZED.swap(true, Ordering::Relaxed) {
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panic!("Refusing to initialize the renderer twice");
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}
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*init = true;
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Self { window: initscr() }
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}
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}
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@ -34,7 +35,7 @@ impl IOSystem {
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impl Drop for IOSystem {
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fn drop(&mut self) {
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endwin();
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*WINDOW_INITIALIZED.lock().unwrap() = false;
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WINDOW_INITIALIZED.store(false, Ordering::Relaxed);
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}
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}
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@ -70,4 +71,3 @@ impl<'a> System<'a> for IOSystem {
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self.window.getch();
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}
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}
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