Fix tile outlines drawn over units (miniquad only depth-tests with depth writes); Soul Core starts with a treasury ring
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -56,7 +56,8 @@ An original dungeon management game (genre: dungeon building & defence) that run
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## Game content
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- **Digging**: mark earth/gold → Pit Imps dig, bring gold home and claim ground
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- **Rooms**: treasury, lair, mushroom garden, training hall, library
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- **Rooms**: treasury, lair, mushroom garden, training hall, library (+ torture chamber, temple)
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- The Soul Core starts surrounded by a **one tile wide ring of treasury** (16 tiles)
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- Claim the **portal** → creatures: kobold, cave spider, shadow mage, stone ogre (depending on rooms)
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- **Needs**: sleep, food, wages (payday); unhappy creatures leave
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- **Hand**: pick up / drop own units (max. 8)
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+19
@@ -386,6 +386,16 @@ impl Game {
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hint_t: [-1000.0; 16],
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};
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let (cx, cy) = g.map.core;
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// the soul core starts surrounded by a one tile wide ring of treasury
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for y in cy - 1..=cy + 3 {
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for x in cx - 1..=cx + 3 {
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let t = &mut g.map.t[idx(x, y)];
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if t.kind == Kind::Floor {
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t.kind = Kind::Treasury;
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t.owner = Owner::Player;
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}
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}
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}
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for k in 0..4 {
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g.spawn(EK::Worker, false, cx as f32 - 0.5, cy as f32 + k as f32 * 0.7 + 0.3, 1);
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}
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@@ -3115,4 +3125,13 @@ mod tests {
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g.plan_entries();
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assert_eq!(g.planned_entries.len(), 2);
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}
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#[test]
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fn core_starts_with_treasury_ring() {
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let g = Game::new(21, 64, 64);
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let (cx, cy) = g.map.core;
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let ring = (cy - 1..=cy + 3).flat_map(|y| (cx - 1..=cx + 3).map(move |x| (x, y))).filter(|&(x, y)| g.map.t[idx(x, y)].kind == Kind::Treasury).count();
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assert_eq!(ring, 16);
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assert_eq!(g.counts[0], 16);
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}
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}
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+7
-4
@@ -262,7 +262,9 @@ void main() {
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MaterialParams {
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pipeline_params: PipelineParams {
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depth_test: Comparison::LessOrEqual,
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depth_write: false,
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// miniquad only enables the depth *test* together with depth writes, so this
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// material writes depth too; large translucent glows are therefore drawn last
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depth_write: true,
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color_blend: Some(BlendState::new(Equation::Add, BlendFactor::Value(BlendValue::SourceAlpha), BlendFactor::OneMinusValue(BlendValue::SourceAlpha))),
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..Default::default()
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},
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@@ -906,15 +908,16 @@ impl R3d {
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draw_sphere(vec3(x, 0.8, z), 0.05 * fl, None, Color::new(1.0, 0.95, 0.6, 1.0));
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}
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draw_shadows(g);
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draw_landmarks_glow(g, t);
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draw_towers_glow(g, t);
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if let Some(f) = g.flag {
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draw_flag(f, t);
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}
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draw_overlay(&g.map, ov, self.wall_sub);
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// translucent glows and effects last (they write depth, see glow_material)
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draw_landmarks_glow(g, t);
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draw_towers_glow(g, t);
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for f in &g.fx {
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draw_fx(f, t);
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}
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draw_overlay(&g.map, ov, self.wall_sub);
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gl_use_default_material();
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set_default_camera();
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