Rivers and bridges: water and lava tiles, bridge tool, burning in lava
- New tile kinds (appended for the savegame codec): water, lava, wooden bridge, stone bridge, core shard - Sunken river beds with banks, bridge decks with rails, lava glow and lights - Bridge tool (key U, rooms category): bridges grow from own ground, 30 gold/tile over water, 75 over lava - Selling a bridge drops the units on it into the river (water: swim to the bank, lava: burn) - Cannon blasts and punches knock units back; into lava = burnt (heroes still pay their bounty) - Heroes cannot path through rivers; texts EN/DE; tests for bridges and lava Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -7,7 +7,7 @@ use std::collections::BTreeMap;
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// Rebindable keyboard actions. Esc (menu) and the arrow keys (camera) are fixed.
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum Action {
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Tool(usize), // 0..17, same order as ui::TOOLS
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Tool(usize), // 0..18, same order as ui::TOOLS
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CamForward,
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CamBack,
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CamLeft,
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@@ -25,7 +25,7 @@ pub enum Action {
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}
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pub fn all_actions() -> Vec<Action> {
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let mut v: Vec<Action> = (0..17).map(Action::Tool).collect();
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let mut v: Vec<Action> = (0..18).map(Action::Tool).collect();
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v.extend_from_slice(&[
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Action::CamForward,
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Action::CamBack,
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@@ -70,7 +70,7 @@ impl Action {
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fn default_key(self) -> KeyCode {
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use KeyCode::*;
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match self {
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Action::Tool(i) => [Key1, Key2, Key3, Key4, Key5, Key6, Key7, Key8, Key9, Key0, X, V, K, J, B, C, T][i.min(16)],
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Action::Tool(i) => [Key1, Key2, Key3, Key4, Key5, Key6, Key7, Key8, Key9, Key0, X, V, K, J, B, C, T, U][i.min(17)],
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Action::CamForward => W,
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Action::CamBack => S,
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Action::CamLeft => A,
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