hex triplets for colors
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+3
-12
@@ -197,13 +197,6 @@ mod tests {
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spec.into_board(&HashSet::new()).expect("board spec converts")
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}
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/// An `{ r, g, b, a }` color table. `Glyph` derives serde straight onto
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/// `color::Rgba8`, so map TOML spells colors out structurally rather than as
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/// `"#rrggbb"` strings.
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fn rgb(r: u8, g: u8, b: u8) -> String {
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format!("{{ r = {r}, g = {g}, b = {b}, a = 255 }}")
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}
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/// Builds a tiny dark board: a 5×1 corridor with the player at the left end
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/// and a wall at x=2 occluding the two cells behind it.
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fn dark_corridor() -> Board {
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@@ -267,7 +260,7 @@ mod tests {
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// and a lamp you can walk through belongs off-grid. The player sits at x=0
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// (Board::lighting reads player_pos for the sightline) but carries no torch,
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// so the sensor is the only light.
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let board = board_from(&format!(
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let board = board_from(
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r##"
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name = "lit"
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width = 6
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@@ -284,11 +277,9 @@ mod tests {
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draw_layer = "Above"
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opaque = false
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glow = 2
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glyph = {{ tile = 1, fg = {fg}, bg = {bg} }}
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glyph = { tile = 1, fg = "#FF0000", bg = "#000000" }
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"##,
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fg = rgb(255, 0, 0),
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bg = rgb(0, 0, 0),
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));
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);
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let fov = board.lighting(0); // no player torch — only the sensor lights
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let area = Rect::new(0, 0, 6, 1);
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