Claimed floors: grey castle flagstones with an inlay in the owner's colour and engraving
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -350,23 +350,19 @@ const HD_TILES: [(u32, u32, &[u8], &[u8]); 9] = [
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(T_DIAMOND, 2, include_bytes!("../assets/textures/diamond.png"), include_bytes!("../assets/textures/diamond-128.png")),
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];
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// The masters' claimed floors in the high-res style: five single tiles each of roughly hewn,
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// worn-smooth castle flagstones (cut so they fit in any order), in the master's colour with
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// engravings of their own and some of them cracked, chipped or broken. They go into cells of their own (from
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// T_HDFLOOR on, five per master); a tile picks one by its position, weighted (plain slabs more
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// often than the big engravings and the broken ones).
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// (the claimed floor's cells, the first own cell, 64x64 slabs side by side, 128x128 ones, weights)
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// The masters' claimed floors in the high-res style: the same grey, worn-smooth castle
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// flagstones for everybody (cut so they fit in any order), every tile with a polished inlay in
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// its master's colour and an engraving of their own (the player: a demon skull, Mossgrim: a
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// mushroom, Lady Nightwell: a lily under the moon, Saffrax: an alchemical sun). Five tiles each:
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// plain, cracked, chipped, broken, scratched. They go into cells of their own (from T_HDFLOOR on,
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// five per master); a tile picks one by its position, weighted (plain ones most often).
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// (the claimed floor's cells, the first own cell, 64x64 tiles side by side, 128x128 ones, weights)
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pub const T_HDFLOOR: u32 = 224;
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const HD_FLOORS: [(u32, u32, &[u8], &[u8], [u32; 5]); 4] = [
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// every floor: plain, engraving, cracks, chipped, broken
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// the player: red-brown stone, demonic runes and horned skulls
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(T_CLAIM, T_HDFLOOR, include_bytes!("../assets/textures/floor-player.png"), include_bytes!("../assets/textures/floor-player-128.png"), [4, 1, 3, 2, 1]),
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// Mossgrim: damp grey-green stone, moss in the joints, mushrooms and mould
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(T_RIVAL1, T_HDFLOOR + 5, include_bytes!("../assets/textures/floor-mossgrim.png"), include_bytes!("../assets/textures/floor-mossgrim-128.png"), [4, 1, 3, 2, 1]),
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// Lady Nightwell: blue-grey slate and marble, lilies and moons
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(T_RIVAL2, T_HDFLOOR + 10, include_bytes!("../assets/textures/floor-nightwell.png"), include_bytes!("../assets/textures/floor-nightwell-128.png"), [4, 1, 3, 2, 1]),
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// Saffrax: ochre sandstone, brass studs, alchemical sigils and suns
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(T_RIVAL3, T_HDFLOOR + 15, include_bytes!("../assets/textures/floor-saffrax.png"), include_bytes!("../assets/textures/floor-saffrax-128.png"), [4, 1, 3, 2, 1]),
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(T_CLAIM, T_HDFLOOR, include_bytes!("../assets/textures/floor-player.png"), include_bytes!("../assets/textures/floor-player-128.png"), [4, 2, 2, 1, 3]),
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(T_RIVAL1, T_HDFLOOR + 5, include_bytes!("../assets/textures/floor-mossgrim.png"), include_bytes!("../assets/textures/floor-mossgrim-128.png"), [4, 2, 2, 1, 3]),
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(T_RIVAL2, T_HDFLOOR + 10, include_bytes!("../assets/textures/floor-nightwell.png"), include_bytes!("../assets/textures/floor-nightwell-128.png"), [4, 2, 2, 1, 3]),
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(T_RIVAL3, T_HDFLOOR + 15, include_bytes!("../assets/textures/floor-saffrax.png"), include_bytes!("../assets/textures/floor-saffrax-128.png"), [4, 2, 2, 1, 3]),
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];
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// the cell a tile at (x, z) shows in the high-res style: generated textures with four variants
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@@ -2794,7 +2790,7 @@ mod hd_atlas_tests {
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}
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}
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assert!(n.iter().all(|&k| k > 100), "{n:?}");
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assert!(n[0] > n[1] * 2, "{n:?}");
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assert!(n[0] > n[3] * 2, "{n:?}");
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assert!((T_HDFLOOR + 15..T_HDFLOOR + 20).contains(&hd_tile(T_RIVAL3 + 2, 3, 7)));
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// four variants by position, two variants keep theirs, others stay
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assert_eq!(hd_tile(T_FLOOR + 3, 0, 0), T_FLOOR);
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