Gear is part of the sprites; more detailed towers and gates
- Level gear is painted into five sprite variants per kind (shoulder pieces, helmet with horns or plume, cape, gold with crown), derived from each silhouette, so it moves, sways and flips with the unit; billboards use the 12x12 cell with the gear border - Arrow tower: plinth, masonry courses, arrow slits, corbels, wooden platform, merlons, pennant and ladder; cannon tower: round body with iron bands, carriage, barrel with muzzle ring, cannon balls; magic tower: stepped base, buttresses, glowing rune bands - Hero gate / gate of the order: plinths, banded pillars, capitals, stepped arch with keystone, half-raised portcullis, banners of the order Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1020,7 +1020,6 @@ impl R3d {
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}
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draw_landmarks_solid(g, t);
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draw_towers_solid(g);
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draw_gear(g, cam);
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crate::props::draw_props_solid(g, cam, t);
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// ---- unlit glow / overlays
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@@ -1108,7 +1107,7 @@ impl R3d {
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_ => {}
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}
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let white = e.flash > 0.07;
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let src = Gfx::sprite_rect(e.kind, white);
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let src = Gfx::sprite_cell(e.kind, white, e.level);
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let (mut u0, v0) = (src.x / sw, src.y / sh);
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let (mut u1, v1) = ((src.x + src.w) / sw, (src.y + src.h) / sh);
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if e.face < 0.0 {
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@@ -1131,8 +1130,10 @@ impl R3d {
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let y = dx * sr + dy * cr;
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base + r * x + Vec3::Y * y
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};
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// the 12x12 cell (sprite with a one pixel border for the gear): the sprite's feet
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// (bottom of its 11th pixel row) stay on the ground
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mb.quad(
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[corner(-w * 0.5, h), corner(w * 0.5, h), corner(w * 0.5, 0.0), corner(-w * 0.5, 0.0)],
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[corner(-w * 0.6, h * 1.1), corner(w * 0.6, h * 1.1), corner(w * 0.6, -h * 0.1), corner(-w * 0.6, -h * 0.1)],
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[vec2(u0, v0), vec2(u1, v0), vec2(u1, v1), vec2(u0, v1)],
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[c; 4],
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[toward; 4],
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@@ -1239,53 +1240,13 @@ fn gear_shown(e: &Ent) -> bool {
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e.alive && !e.held && e.captive == 0 && e.level >= 3 && !(matches!(e.job, Job::Sleep(_)) && !e.moving)
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}
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// Equipment that grows with the level: shoulder pieces (Lv 3+: bronze, 5+: silver, 8+: gold),
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// a helmet (Lv 5+: horns for creatures, a plume for heroes) and a cape (Lv 7+).
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fn draw_gear(g: &Game, cam: &Cam) {
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let (_, r, _) = cam.basis();
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let toward = cam.eye_dir();
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for e in g.ents.iter().filter(|e| gear_shown(e)) {
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let w = sprite_size(e.kind);
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let mut bob = if e.moving { (e.anim * 12.0).sin().abs() * 0.06 } else { 0.0 };
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if flies(e.kind) {
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bob = 0.45;
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}
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let base = vec3(e.x, bob, e.y) + toward * 0.5;
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let at = |dx: f32, dy: f32| base + r * (dx * w) + Vec3::Y * (dy * w);
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let metal = if e.level >= 8 {
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Color::from_rgba(240, 200, 70, 255)
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} else if e.level >= 5 {
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Color::from_rgba(200, 206, 220, 255)
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} else {
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Color::from_rgba(190, 120, 60, 255)
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};
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if e.level >= 7 {
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// cape behind the figure
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let back = base - toward * 0.1;
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draw_cube(back + Vec3::Y * (0.5 * w), vec3(0.42 * w, 0.55 * w, 0.42 * w), None, if e.hero { Color::from_rgba(40, 70, 150, 255) } else { Color::from_rgba(120, 20, 30, 255) });
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}
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for side in [-1.0f32, 1.0] {
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draw_cube(at(side * 0.26, 0.6), Vec3::splat(0.09 * w + 0.02), None, metal);
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}
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if e.level >= 5 {
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draw_cube(at(0.0, 0.93), vec3(0.2 * w, 0.06 * w, 0.2 * w), None, metal);
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if e.hero {
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draw_cube(at(0.0, 1.02), vec3(0.04, 0.1 * w, 0.04), None, Color::from_rgba(200, 40, 40, 255));
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} else {
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for side in [-1.0f32, 1.0] {
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draw_cube(at(side * 0.16, 1.0), vec3(0.035, 0.09 * w, 0.035), None, Color::from_rgba(230, 220, 200, 255));
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}
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}
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}
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}
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}
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// Lv 9+: a glowing ring above the head, Lv 10 also a faint aura at the feet
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fn draw_gear_glow(g: &Game, cam: &Cam, t: f32) {
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let toward = cam.eye_dir();
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for e in g.ents.iter().filter(|e| gear_shown(e) && e.level >= 9) {
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let w = sprite_size(e.kind);
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let base = vec3(e.x, 0.0, e.y) + toward * 0.5;
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let lift = if flies(e.kind) { 0.45 } else { 0.0 };
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let base = vec3(e.x, lift, e.y) + toward * 0.5;
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let c = if e.hero { Color::new(0.8, 0.9, 1.0, 0.8) } else { Color::new(1.0, 0.8, 0.3, 0.8) };
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let y = w * 1.12 + (t * 2.0 + e.anim).sin() * 0.02;
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for k in 0..8 {
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@@ -1302,34 +1263,87 @@ fn draw_gear_glow(g: &Game, cam: &Cam, t: f32) {
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fn draw_towers_solid(g: &Game) {
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for tw in &g.towers {
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let (x, z) = tw.pos();
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let c = vec3(x, 0.0, z);
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let h = tower_height(tw);
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let f = 0.75 + tw.flash * 1.5; // brightens briefly when firing
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// knight towers: pale stone with blue tones
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let shade_c = |r: u8, g: u8, b: u8, f: f32| if tw.hero { shade_c(r / 3 + 110, g / 3 + 115, b / 3 + 135, f) } else { shade_c(r, g, b, f) };
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let col = |r: u8, g: u8, b: u8| if tw.hero { shade_c(r / 3 + 110, g / 3 + 115, b / 3 + 135, f) } else { shade_c(r, g, b, f) };
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let bx = |p: Vec3, s: Vec3, cl: Color| draw_cube(c + p, s, None, cl);
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match tw.kind {
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TowerKind::Arrow => {
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draw_cube(vec3(x, h * 0.5, z), vec3(0.7, h, 0.7), None, shade_c(110, 75, 45, f));
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draw_cube(vec3(x, h + 0.06, z), vec3(0.92, 0.12, 0.92), None, shade_c(130, 90, 55, f));
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for (dx, dz) in [(-0.38, -0.38), (0.38, -0.38), (0.38, 0.38), (-0.38, 0.38)] {
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draw_cube(vec3(x + dx, h + 0.2, z + dz), vec3(0.15, 0.18, 0.15), None, shade_c(130, 90, 55, f));
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// stone plinth, masonry body with courses and arrow slits
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bx(vec3(0.0, 0.08, 0.0), vec3(0.86, 0.16, 0.86), col(86, 80, 76));
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bx(vec3(0.0, h * 0.5, 0.0), vec3(0.66, h, 0.66), col(118, 108, 98));
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let courses = (h / 0.22) as i32;
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for k in 1..courses {
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bx(vec3(0.0, k as f32 * 0.22, 0.0), vec3(0.68, 0.025, 0.68), col(80, 72, 66));
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}
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for (dx, dz) in [(0.0f32, 0.34f32), (0.34, 0.0), (0.0, -0.34), (-0.34, 0.0)] {
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bx(vec3(dx, h * 0.62, dz), vec3(if dx == 0.0 { 0.06 } else { 0.02 }, 0.2, if dz == 0.0 { 0.06 } else { 0.02 }), col(24, 18, 16));
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}
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// corbels and the wooden platform
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for (dx, dz) in [(-0.3f32, -0.3f32), (0.3, -0.3), (0.3, 0.3), (-0.3, 0.3)] {
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bx(vec3(dx * 1.2, h - 0.08, dz * 1.2), vec3(0.12, 0.12, 0.12), col(96, 88, 80));
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}
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bx(vec3(0.0, h + 0.04, 0.0), vec3(0.94, 0.08, 0.94), col(120, 84, 50));
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// battlements: merlons with gaps
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for k in 0..4 {
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let d = -0.39 + k as f32 * 0.26;
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for (px, pz) in [(d, -0.42), (d, 0.42), (-0.42, d), (0.42, d)] {
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bx(vec3(px, h + 0.17, pz), vec3(0.11, 0.18, 0.11), col(128, 118, 106));
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}
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}
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// pennant and ladder
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bx(vec3(0.3, h + 0.45, 0.3), vec3(0.03, 0.7, 0.03), col(140, 140, 150));
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bx(vec3(0.42, h + 0.7, 0.3), vec3(0.22, 0.12, 0.02), if tw.hero { shade_c(60, 90, 180, f) } else { shade_c(170, 30, 40, f) });
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for k in 0..((h / 0.15) as i32) {
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bx(vec3(-0.2, 0.1 + k as f32 * 0.15, 0.35), vec3(0.2, 0.025, 0.03), col(110, 76, 44));
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}
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bx(vec3(-0.29, h * 0.5, 0.35), vec3(0.025, h, 0.03), col(100, 70, 40));
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bx(vec3(-0.11, h * 0.5, 0.35), vec3(0.025, h, 0.03), col(100, 70, 40));
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}
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TowerKind::Cannon => {
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draw_cube(vec3(x, h * 0.5, z), vec3(0.88, h, 0.88), None, shade_c(100, 100, 110, f));
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draw_cube(vec3(x, h + 0.08, z), vec3(0.5, 0.16, 0.5), None, shade_c(70, 70, 78, f));
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let (ax, az) = (tw.aim.cos(), tw.aim.sin());
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// squat round tower (stacked rings), iron bands, carriage, barrel, cannon balls
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for k in 0..4 {
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let d = 0.1 + k as f32 * 0.14;
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draw_cube(vec3(x + ax * d, h + 0.2, z + az * d), Vec3::splat(0.2 - k as f32 * 0.015), None, shade_c(40, 40, 46, f));
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let r = 0.92 - k as f32 * 0.03;
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let y = h * (k as f32 + 0.5) / 4.0;
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bx(vec3(0.0, y, 0.0), vec3(r, h / 4.0 + 0.01, r * 0.82), col(104, 104, 112));
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bx(vec3(0.0, y, 0.0), vec3(r * 0.82, h / 4.0 + 0.01, r), col(96, 96, 104));
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}
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bx(vec3(0.0, h * 0.35, 0.0), vec3(0.94, 0.05, 0.94), col(54, 54, 60));
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bx(vec3(0.0, h * 0.75, 0.0), vec3(0.9, 0.05, 0.9), col(54, 54, 60));
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bx(vec3(0.0, h + 0.05, 0.0), vec3(0.62, 0.1, 0.62), col(80, 62, 44));
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let (ax, az) = (tw.aim.cos(), tw.aim.sin());
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// carriage cheeks beside the barrel
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for side in [-1.0f32, 1.0] {
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bx(vec3(-az * 0.14 * side, h + 0.17, ax * 0.14 * side), vec3(0.14, 0.16, 0.14), col(96, 70, 44));
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}
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for k in 0..5 {
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let d = 0.0 + k as f32 * 0.13;
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let r = 0.2 - k as f32 * 0.012;
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bx(vec3(ax * d, h + 0.22, az * d), Vec3::splat(r), col(40, 40, 46));
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}
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bx(vec3(ax * 0.58, h + 0.22, az * 0.58), Vec3::splat(0.2), col(70, 70, 78));
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for (dx, dz, y) in [(0.3f32, -0.28f32, 0.0f32), (0.38, -0.2, 0.0), (0.34, -0.24, 0.08)] {
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bx(vec3(dx, h + 0.15 + y, dz), Vec3::splat(0.07), col(30, 30, 34));
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}
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}
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TowerKind::Magic => {
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draw_cube(vec3(x, h * 0.5, z), vec3(0.42, h, 0.42), None, shade_c(84, 74, 104, f));
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draw_cube(vec3(x, 0.1, z), vec3(0.75, 0.2, 0.75), None, shade_c(70, 62, 86, f));
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draw_cube(vec3(x, h, z), vec3(0.6, 0.1, 0.6), None, shade_c(110, 96, 130, f));
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// rune-cut obelisk on a stepped base with buttresses (crystal and runes glow)
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bx(vec3(0.0, 0.06, 0.0), vec3(0.82, 0.12, 0.82), col(62, 56, 76));
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bx(vec3(0.0, 0.17, 0.0), vec3(0.62, 0.1, 0.62), col(72, 64, 90));
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bx(vec3(0.0, h * 0.5, 0.0), vec3(0.4, h, 0.4), col(84, 74, 104));
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bx(vec3(0.0, h * 0.75, 0.0), vec3(0.32, h * 0.5, 0.46), col(92, 82, 114));
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for (dx, dz) in [(0.25f32, 0.0f32), (-0.25, 0.0), (0.0, 0.25), (0.0, -0.25)] {
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bx(vec3(dx, h * 0.22, dz), vec3(if dx == 0.0 { 0.12 } else { 0.1 }, h * 0.44, if dz == 0.0 { 0.12 } else { 0.1 }), col(70, 62, 88));
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}
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bx(vec3(0.0, h, 0.0), vec3(0.58, 0.08, 0.58), col(110, 96, 130));
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for (dx, dz) in [(-0.24f32, -0.24f32), (0.24, -0.24), (0.24, 0.24), (-0.24, 0.24)] {
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bx(vec3(dx, h + 0.12, dz), vec3(0.06, 0.18, 0.06), col(120, 104, 140));
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}
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}
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}
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// level pips
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// level pips on the plinth
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for k in 0..tw.level {
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draw_cube(vec3(x - 0.2 + k as f32 * 0.2, 0.25, z + 0.46), Vec3::splat(0.09), None, Color::from_rgba(240, 200, 70, 255));
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}
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@@ -1346,6 +1360,15 @@ fn draw_towers_glow(g: &Game, t: f32) {
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let pulse = 1.0 + (t * 4.0 + k as f32).sin() * 0.1 + tw.flash * 2.0;
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draw_sphere(c, 0.16 * pulse, None, Color::new(0.85, 0.5, 1.0, 0.95));
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draw_sphere(c, 0.3 * pulse, None, Color::new(0.7, 0.3, 1.0, 0.25));
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// runes on the four faces of the obelisk, glowing one after another
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let h = tower_height(tw);
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for r in 0..3 {
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let y = h * (0.35 + r as f32 * 0.22);
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let glow = 0.4 + 0.6 * ((t * 2.5 - r as f32 * 0.8 + k as f32).sin() * 0.5 + 0.5);
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for (dx, dz) in [(0.21f32, 0.0f32), (-0.21, 0.0), (0.0, 0.21), (0.0, -0.21)] {
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draw_cube(vec3(x + dx, y, z + dz), vec3(if dx == 0.0 { 0.1 } else { 0.02 }, 0.08, if dz == 0.0 { 0.1 } else { 0.02 }), None, Color::new(0.8, 0.45, 1.0, glow));
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}
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}
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}
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}
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@@ -1419,10 +1442,33 @@ fn draw_landmarks_solid(g: &Game, t: f32) {
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let (gx, gz) = g.gate_center();
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if g.gate_hp > 0.0 {
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let stone = Color::from_rgba(150, 155, 172, 255);
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draw_cube(vec3(gx - 1.1, 1.0, gz), vec3(0.45, 2.0, 0.45), None, stone);
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draw_cube(vec3(gx + 1.1, 1.0, gz), vec3(0.45, 2.0, 0.45), None, stone);
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draw_cube(vec3(gx, 2.1, gz), vec3(2.8, 0.35, 0.55), None, stone);
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draw_cube(vec3(gx, 2.35, gz), vec3(0.5, 0.2, 0.5), None, Color::from_rgba(230, 200, 100, 255));
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let dark = Color::from_rgba(112, 116, 132, 255);
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let gold = Color::from_rgba(230, 200, 100, 255);
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let iron = Color::from_rgba(56, 58, 66, 255);
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for side in [-1.1f32, 1.1] {
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draw_cube(vec3(gx + side, 0.12, gz), vec3(0.6, 0.24, 0.6), None, dark); // plinth
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draw_cube(vec3(gx + side, 1.0, gz), vec3(0.45, 1.8, 0.45), None, stone);
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for y in [0.6f32, 1.2] {
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draw_cube(vec3(gx + side, y, gz), vec3(0.48, 0.05, 0.48), None, dark); // bands
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}
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draw_cube(vec3(gx + side, 1.92, gz), vec3(0.56, 0.12, 0.56), None, dark); // capital
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// banner of the order: white with a golden sun
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draw_cube(vec3(gx + side, 1.35, gz + 0.25), vec3(0.32, 0.7, 0.02), None, Color::from_rgba(232, 234, 242, 255));
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draw_cube(vec3(gx + side, 1.45, gz + 0.265), vec3(0.14, 0.14, 0.01), None, gold);
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draw_cube(vec3(gx + side, 1.02, gz + 0.26), vec3(0.32, 0.05, 0.02), None, Color::from_rgba(60, 90, 170, 255));
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}
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// stepped arch with a keystone
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draw_cube(vec3(gx, 2.1, gz), vec3(2.8, 0.3, 0.55), None, stone);
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draw_cube(vec3(gx, 1.88, gz), vec3(1.7, 0.14, 0.5), None, dark);
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draw_cube(vec3(gx, 2.32, gz), vec3(2.2, 0.14, 0.5), None, dark);
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draw_cube(vec3(gx, 2.2, gz), vec3(0.34, 0.5, 0.58), None, gold);
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// portcullis (iron bars) in the opening, half raised
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for k in 0..5 {
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draw_cube(vec3(gx - 0.6 + k as f32 * 0.3, 1.45, gz), vec3(0.05, 0.85, 0.05), None, iron);
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}
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for y in [1.15f32, 1.5, 1.8] {
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draw_cube(vec3(gx, y, gz), vec3(1.7, 0.05, 0.05), None, iron);
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}
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} else {
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for k in 0..10 {
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let a = k as f32 * 1.7;
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