New heroes: thief steals gold, monk ignores spells, ranger lays snares, inquisitor turns weak creatures
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -2372,6 +2372,24 @@ fn draw_landmarks_solid(g: &Game, t: f32) {
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// soul core: an obsidian throne whose four curved spikes hold the crystal heart in chains
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let (cx, cy) = g.map.core;
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draw_throne(vec3(cx as f32 + 1.5, 0.0, cy as f32 + 1.5), t);
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// a ranger's snares: iron jaws on the floor, open and waiting
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for &i in &g.snares {
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if !g.map.shown(i) {
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continue;
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}
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let (x, y) = xy(i);
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let c = vec3(x as f32 + 0.5, 0.0, y as f32 + 0.5);
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let iron = Color::from_rgba(96, 92, 100, 255);
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let dark = Color::from_rgba(40, 36, 42, 255);
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draw_cube(c + vec3(0.0, 0.02, 0.0), vec3(0.34, 0.03, 0.34), None, dark);
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for side in [-1.0f32, 1.0] {
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draw_cube(c + vec3(side * 0.16, 0.06, 0.0), vec3(0.04, 0.08, 0.36), None, iron);
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for k in 0..3 {
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let z = -0.12 + k as f32 * 0.12;
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draw_cube(c + vec3(side * 0.12, 0.11, z), vec3(0.03, 0.05, 0.03), None, Color::from_rgba(200, 200, 210, 255));
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}
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}
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}
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// the other masters' cores: the same throne (their hearts glow in their colours)
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for rv in g.rivals.iter().filter(|r| r.alive && g.map.shown(idx(r.core.0 + 1, r.core.1 + 1))) {
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let (rx, rz) = rv.centre();
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