Masters for a match: the four sides red, green, blue and yellow (side 4 gets its own owner), and start_masters gives every master his core and his starting area
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@@ -79,6 +79,7 @@ pub const T_GUARDPOST: u32 = 174;
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pub const T_ARENA: u32 = 178;
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pub const T_ALTAR: u32 = 182;
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pub const I_ORDERS: u32 = 186; // attack, guard
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pub const T_RIVAL3: u32 = 189; // 4 variants: floor of the yellow master
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pub struct Gfx {
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pub atlas: Texture2D,
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@@ -1035,7 +1036,7 @@ fn gen_atlas() -> Image {
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}
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// floors of the rival masters: like the player's claimed floor, in their colours
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for v in 0..4u32 {
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for (id, base, grout, mark) in [(T_RIVAL1, (44, 74, 50), (20, 36, 24), (90, 170, 100)), (T_RIVAL2, (44, 54, 86), (20, 24, 44), (90, 120, 200))] {
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for (id, base, grout, mark) in [(T_RIVAL1, (44, 74, 50), (20, 36, 24), (90, 170, 100)), (T_RIVAL2, (44, 54, 86), (20, 24, 44), (90, 120, 200)), (T_RIVAL3, (74, 62, 26), (36, 30, 12), (210, 185, 70))] {
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cv.cell(id + v, |x, y| {
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let col = stones(x, y, v + 250, base, grout, 10);
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if (x % 8 == 4 && y % 8 == 4) && hash(x / 8, y / 8, v + 251) % 2 == 0 {
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@@ -1815,6 +1816,8 @@ impl Gfx {
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T_RIVAL1 + v
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} else if owner == Owner::Rival2 {
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T_RIVAL2 + v
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} else if owner == Owner::Rival3 {
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T_RIVAL3 + v
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} else if hero {
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T_HEROFLOOR + v
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} else {
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