Screenshot scene with upgraded rooms
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -209,4 +209,18 @@ fn export_scenes() {
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let ex = (0..mw() as i32).find(|&x| g.map.sky(idx(x, mid))).unwrap_or(60);
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run(&mut g, 1.0);
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save("surface", &mut g, ex as f32 + 6.0, mid as f32, 24.0, 0.0, false);
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// room levels: a lair at level 3, a treasury at level 2 next to plain rooms
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let mut g = Game::new(11, 80, 64);
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let (cx, cy) = g.map.core;
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g.gold = 50000.0;
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open(&mut g, cx - 9, cy - 8, cx + 11, cy + 9);
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g.build_rect(1, cx - 8, cy - 7, cx - 4, cy - 3);
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g.build_rect(0, cx + 5, cy - 7, cx + 9, cy - 4);
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g.build_rect(2, cx - 8, cy + 4, cx - 3, cy + 8);
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g.set_room_level(1, 3);
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g.set_room_level(0, 2);
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g.place_all_torches();
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run(&mut g, 1.0);
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save("room-levels", &mut g, cx as f32 + 1.5, cy as f32 - 2.0, 16.0, 0.0, false);
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}
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