Room levels 2 and 3, researched in the library: a quarter better each, brighter, with gold trim
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -352,6 +352,8 @@ pub struct Map {
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pub visible: Vec<bool>, // fog of war: tiles in sight right now
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#[serde(default, with = "crate::fog::bits")]
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pub sky: Vec<bool>, // tiles above ground (daylight, grass); empty: all underground
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#[serde(default)]
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pub upgrades: Vec<(u8, u8, u8)>, // researched room levels for the look: (master side, room index, level)
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}
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fn default_size() -> usize {
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@@ -604,7 +606,7 @@ impl Map {
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tl.hp = 6.0;
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}
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}
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Map { w, h, t, core, portals, legacy_portal: None, gate, treasures, explored: Vec::new(), visible: Vec::new(), sky: Vec::new() }
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Map { w, h, t, core, portals, legacy_portal: None, gate, treasures, explored: Vec::new(), visible: Vec::new(), sky: Vec::new(), upgrades: Vec::new() }
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}
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// Carves a meandering river; the player's area, the core and portals stay dry.
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