the huge refactor
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+1
-1
@@ -191,7 +191,7 @@ width = 60
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height = 25
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# A single procedural grass floor across the whole board (the old mixed
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# grass/dirt/stone/water floor is not representable with one floor attribute).
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floor = { generator = "grass" }
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floor = { biome = "grass" }
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# The single grid: all solids and most non-solids (terrain, the player, objects and
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# the portal). A space is always a transparent empty cell, so the floor shows through.
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+8
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@@ -21,16 +21,13 @@ fn tick(me, dt) {
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}
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"""
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[boards.start.map]
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[boards.start]
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name = "Starting Room"
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width = 21
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height = 6
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# No floor attribute → a blank (black) floor.
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# The single grid: all solids and most non-solids. A space is always a transparent
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# empty cell, so the floor shows through.
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[boards.start.grid]
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content = """
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grid = """
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#####################
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# #
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# G @ #
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@@ -38,8 +35,9 @@ content = """
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# #
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#####################
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"""
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[boards.start.grid.palette]
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"#" = { kind = "wall", tile = "#", fg = "#808080", bg = "#606060" }
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"o" = { kind = "crate", tile = 254, fg = "#aaaaaa", bg = "#000000" }
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"@" = { kind = "player" }
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"G" = { kind = "object", tile = "#", fg = "#aa3333", bg = "#000000", solid = false, script_name = "greeter" }
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[boards.start.palette]
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"#" = { type = "builtin", kind = "wall" }
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"o" = { type = "builtin", kind = "crate", glyph = { tile = 254, fg = "#aaaaaa", bg = "#000000" } }
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"@" = { type = "player" }
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# "G" = { type = "object", tile = 35, fg = "#aa3333", bg = "#000000", enter = "block", script_name = "greeter" }
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"G" = { type = "builtin", kind = "gem" }
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